BlooperGuy4, I've actually decided to keep 3DS Cheep-Cheep Lagoon and GBA Ribbon Road after all. I decided this because 1) I already have Daisy Desert and Wii Daisy Circuit, so there's no need for a third Daisy course, and 2) It would be a bit hard to remake GBA Cheep-Cheep Island without making significant changes due to underwater driving creating so many shortcuts throuhout the level. Besides, I think 3DS Cheep-Cheep Lagoon and GBA Ribbon Road are a bit more popular then 3DS Daisy Hills and GBA Cheep-Cheep Lagoon as well.

It's actually pretty funny you made N64 Rainbow Road two laps instead of three, because I was actually thinking of making that change myself earlier today, considering the last course to have such a long lap (GCN Wario Colosseum) also had only 2 laps instead of 3.

Right now I'm working on some changes to my courses- both new and retro. I'm also working on more detailed descriptions for the battle courses. Since my ideas have changed quite a bit since my first post in this thread, I'm going to combine everything together and make one big post combining my original ideas with the ones I've gained throughout this thread.

Anyways, I never commented on some of your newer courses. Your Special Cup courses offer some really unique ideas, like Bug Bug Jungle and Mushroom Railway. A three-section snow course is an interesting idea too. I like the idea of Mr. Blizzards throwing snowballs and having them obstruct the screen like Blooper Ink, so I may be incorporating that into my new snow course, since Sherbet Lake is a bit boring. Someone suggested a winter village course a while back, so I'll probably do something similar to that.

Click to expand...

1) Fine, it's your Mario Kart, not mine.
2) Alright, I hope to see your modified courses. That's the problem with retro courses; yoy always change your mind about which ones should go in or not. Nitro courses you change here and there, but at some point they stick to you since they're your ideas.
3) I have a small suggestion, since Chilly Village lacks a ring. How about calling it Holiday Hills? Sorta like a Christmas course. I had a idea like that, but it lost in favor if Snowman Summit.
4) Horay! This is the 100th post on this thread! Congrats D-Bones!

Characters
Instead of going with the usual weight class system, Mario Kart WiiU makes a return to the size class system used in Mario Kart Wii. With a more advanced size class system, taller characters like Peach get different karts than shorter, yet also average characters like Mario. Each character also has an unlockable alternate costume. The six sizes classes featured in Mario Kart WiiU, and the characters within them are (alternate costumes in parenthesis):

Lastly, Miis are also available, and just like in Wii, their size varies depending on the Mii’s height. If a Mii is 4’ tall or less, they use small-sized karts. If a Mii is between 4’ and 5’ tall, they use light-sized karts. 5’ to 6’ tall Miis use middle-sized karts, and Miis that are 6’ or taller use tall-sized karts.

Tracks
Instead of the usual 32 tracks offered by recent Mario Kart games, Mario Kart WiiU would offer 40 tracks: 20 new and 20 retro. These are some of my ideas for the new courses:

Mushroom Cup
1. Luigi Circuit: A pretty basic first course, in similar style to Double Dash and Wii's Luigi Circuits. No air gliding or underwater sections featured on this track, just a few trick ramps and boost pads. I've noticed that many of the first circuits in Mario Kart games feature a semi-circular turn with series of several boost pads in a row right before the finish line. Both Luigi Circuit from Wii and Toad Circuit from 3DS have this, and near the end of the new Luigi Circuit, there would be a very similar turn like this.

2. Flower Fields: This course takes place in a flowery meadow with a large beanstalk growing out of the ground. After a few turns, you begin to ascend the beanstalk, which goes up into the clouds. Once racers reach the end of the beanstalk, they begin to air-glide through the clouds, back down to the race track. After another turn, the next lap begins.

3. Daisy Desert: A desert course in the shape of a crown. Players start on the left side of the ground and race upward, toward the top part of the crown. The "spikes" in the crown make great turns for drifting. Once racers reach the right side of the crown, a few ramps are spread across this straightaway, many of which are used to jump over nearby Pokeys. Once racers reach the bottom of the crown, they approach a desert oasis, shaped in a flower, which is usually seen on the base of Daisy's crown. The oasis leads to a brief underwater segment which leads to an air-glider ramp, allowing players to cut the bottom-left corner of the crown to reach the finish line quicker. If for any reason the player can't glide, the rest of the path on the bottom of the crown has boost pads to help the player catch up to gliding opponents.

4. Smokey Volcano: This course starts out on the base of a volcano, similar in appearance to GCN DK Mountain. As players ascend the volcano, they avoid boulders that fall from the top of the volcano. Once players reach the top of the volcano, they use a downward-sloped air-gliding ramp to glide into the volcano, while avoiding lava spews like those seen at the end of Wii Bowser's Castle. Once players land inside the volcano, they race downhill, avoiding fire snakes while making their way out of the volcano, returning outside to the base of the volcano.

Flower Cup
5. Yoshi's Island: The first of the one-lap courses divided into three segments. This course is a full tour around Yoshi's Island, the majority of which takes place on the coast of the island, leading to plenty of underwater sections. There are a few piers built around the island as well, leading to trick ramps and air-glider ramps. Around the island are obstacles consisting of familiar faces from Yoshi's Island, like Piranha Plants on grassy areas, Fly Guys in the air, and the usual Mario Kart crabs found along the beach segments.

6. Chilly Village: This course takes place in a snowy village decorated with Christmas lights and large candy canes, similar to Hollijolli Village from Mario & Luigi: Partners in Time. Once leaving the village section, players race through a snow-covered forest that leads to a frozen lake. Players avoid penguins sliding across the lake as they make their way to the other side and re-enter a snowy forest. After turning past a cabin, players race uphill which leads to an air-gliding ramp. Players glide over the lake and return to the village.

7. Mario Circuit: Like the past four Mario Circuits, this is a pretty basic course that loops around Peach's Castle. The first half of the track is comparable to DS's Mario Circuit, consisting of both paved and dirt roads, Piranha Plant and Goomba obstacles, and a large pipe for players to pass through. Also on this course are a few trick ramps, as well as a few turns where racers can go up the walls to perform a trick, like in a halfpipe. More than halfway through the course, as players approach Peach's Castle, the track actually leads into the moat under Peach's Castle, which consists of an underwater racing segment until they reach the other side of her castle, and after a few more turns, the finish line.

8. Waluigi Casino: In similar style to DS Waluigi Pinball, this is a Waluigi-themed course filled with neon lights, similar to the casino levels from the Sonic the Hedgehog series. The track is made of red carpet, and leads players through Waluigi's giant casino, filled with slot machines, bouncing dice, and other casino-themed obstacles. I originally had Waluigi Billiards appearing in this spot, but decided a pool table makes a better battle course than a race. This course is also partially inspired by BlooperGuy4's Toad's Casino.

Star Cup
9. Piranha Park: This course is basically a Piranha Plant-themed skate park. The obstacles consist of Piranha Plants, of course, both in pipes and out of pipes. Some of the Piranha Plants in pipes spit out fireballs as well. As for the course itself, the player will find plenty of opportunities to do tricks between the many ramps and half-pipes found throughout the level. The half-pipes in this level are actually giant pipes cut in half. Since this level primarily focuses on tricks, there aren’t any underwater or air-glider sequences in this level.

10. Diddy Falls: This is a jungle course that revolves around a large waterfall. The starting line is to the right of the waterfall, in a dense jungle. The player races uphill and makes a left, crossing the large river at the top of the waterfall, which is an underwater racing segment. After cutting across the river, racers go through a few more twists and turns in the jungle, until they’re led to a large air-gliding ramp. Racers then begin gliding over the river that leads to the waterfall, with several aerial boost pads to help keep them flying. Once the river turns into the waterfall, players continue gliding downward, towards a path in the jungle near the bottom of the waterfall. Players then make a left and begin ascending the uphill jungle path towards the finish line.

11. Peach Express: This level takes place on Princess Peach’s luxurious express train. Players start out on a train station labeled Station 01, which is located right next to the train. A few seconds after the race starts, the train begins to take off. The racers quickly reach an air-glider ramp near the end of the station, which allows them to catch up and land on top of the train. As players jump from car to car, they reach the front-most part of the train, the locomotive. On top of the locomotive is a trick ramp that leads into an oversized smoke stack, allowing racers to enter the train. Players now race through the cars, avoiding passengers, which consist of Toads and high-class Goombas with top hats. Once racers reach the caboose, they exit the train, which has now stopped at Station 02. After another lap, the player reaches Station 03. The race ends after the third lap, which sees players returning to Station 01. If the train ever takes off while a player is still at the station and can’t catch up, Lakitu picks them up and brings them to the back of the train.

12. Mute City: This is another one-lap, three-section course, and homage to Nintendo’s other racing series, F-Zero. Players start out in what seems to be a recreation of the Mute City tracks from the first F-Zero games on SNES. Just like the tracks in that game, the track features no elevation in this section, since F-Zero, as well as other racing games back then like Super Mario Kart, were incapable of elevation. The music, which is a cover of the original Mute City theme, sounds distinctly retro in this section. Upon entering a tunnel, section two begins. Once the player leaves the tunnel, they’ll find that the motif has completely changed, and the track now resembles Mute City’s appearance from F-Zero X. The music, while keeping the same melody, now has more of a Rock sound to it, which was seen in the majority of F-Zero X’s soundtrack. At this point, the track has smoother curves and plenty of elevation, even a loop-de-loop towards the end of the section. After passing through another tunnel, the last section begins, and Mute City now has an F-Zero GX motif. Players now deal with sharp turns and a half-pipe-esque racetrack, allowing for tricks at most turns until they reach the finish line.

Shine Cup
13. Baby Circuit: In a similar style to Double Dash’s Baby Park, this course is set in a field next to an amusement park. Some of the attractions seen in the background of Baby Park reappear here, as well as some new ones. Littered around the track itself are large stuffed animals and rocking horses, and toward the end of the track is an air-glider ramp that leads the players through a large crib. The course is actually quite short, which is why it has 5 laps, unlike any other course in the game.

14. Delfino Airstrip: This course is based on the location of the same name from Super Mario Sunshine, although the area has changed a bit over the years. With increased tourism to Isle Delfino, the airstrip has expanded, and a large airport terminal has been built. However, just like the in the original Delfino Airstrip, there are two runways, one of which has the starting line on it. After the race starts, the player enters the airport terminal, and has multiple pathways to get through the building, reminiscent of Wii Coconut Mall’s various routes to take. After exiting the terminal, players race down the other runway, which ends in an air-gliding segment, which guides players to a small island. From there, players turn left and race underwater, which leads them back to the original runway, and the finish line.

15. Mushroom Plaza: This is Mario Kart WiiU’s new traffic course, and blends elements from all of the older traffic courses. The racers start out on a highway, reminiscent of the one seen in DS Shroom Ridge, but the course is set at evening, unlike in that course. After racing alongside traffic for a bit, players are lead to an air-glider ramp, which leads players to the rooftops of a city. After landing on a large building, players jump from building to building throughout the city, until lead to another large building. This building is in a more rural area, and after making a turn, players are lead to a series of large mushrooms to bounce on, like the ones seen in Wii Mushroom Gorge. These giant mushrooms lead players back to the highway from the beginning of the track, and the finish line.

16. Monty Mole Mines: The design for this course is based on the underground levels from New Super Mario Bros. Wii and Donkey Kong Country Returns. As the name implies, Monty Moles appear as an obstacle throughout this level, along with Mega Moles that walk across certain parts of the track. Rocky Wrenches appear in mine-carts that run alongside the course, and throw wrenches at the racers. While the track design itself is reminiscent to that of Wii Wario’s Gold Mine, the entire level takes place in a cave, unlike that course. This track has several twists and tight turns, and about halfway through has an air-gliding segment in which players must avoid falling stalagmites.

Special Cup
17. Dusty Canyon: This course is inspired by the mountainous setting of World 6 in New Super Mario Bros. and New Super Mario Bros. Wii. Players race through a narrow canyon filled with twists and turns, making it easy to get knocked off, which results in a steep fall into the water far below. The path splits into two a few times throughout the course, usually with a higher path and lower path. The higher path usually results in players air gliding around an upcoming mountain, while lower paths result in going through the mountain instead. Some obstacles that appear throughout the course are Monty Moles and Piranha Plants. Toward the end of the course, a large air-gliding ramp lets players glide over a river far below to the finish line.

18. King Boo Carnival: This course takes place in an abandoned carnival overrun by Boos. Players race through the carnival's haunted attractions, including a Merry-Go-Round, a House of Mirrors, and an abandoned freak show building. Players also race along the track of a broken down roller coaster, which leads to an air-gliding ramp that has players glide through a Ferris Wheel, avoiding the moving cars. After landing, the player continues a bit further, and crosses the finish line.

19. Bowser’s Castle: Just as Mario Kart 7's Rainbow Road was the first one to have one long lap, WiiU's Bowser's Castle is also one long lap, split into three sections. The first section consists of players crossing a bridge over a river of lava, entering the castle, then turning either left or right to ascend a tower that leads to an air-gliding ramp. Players glide through rings of fire toward the castle’s courtyard, reminiscent of the one seen in N64 Bowser’s Castle. Placed around the courtyard, as well as other interior areas found later in the course, are small Bowser statues that breathe fire. After making a left turn out of the courtyard, players re-enter the castle’s interior and begin the second section, which consists of elements from previous Bowser's Castles, including Thwomps, the half-pipe over lava from Wii, and an underwater section like the one in Mario Kart 7. After the underwater section, players begin the third section, which has them ascending deeper into the castle’s underground dungeons. This underground area is filled with lava, reminiscent of the underground levels from World 8 of New Super Mario Bros. When players aren’t avoiding fire snakes on land, they’re crossing two rivers of lava. The first river has a spinning bridge, similar to the one seen in DS Bowser Castle. The other river has bonecoasters like those seen in Super Mario 3D Land, which players must drive across to get to the other side. Once exiting this underground area, players air-glide over to the finish line outside Bowser’s Castle. The sky in this area is now surprisingly peaceful, which is usually what the player sees after beating Bowser's Castle in a main series Mario game, like the one seen here.

20. Rainbow Road: And of course, the last new track is Rainbow Road. Unlike in Mario Kart 7, WiiU’s Rainbow Road returns to the standard 3-lap format. Like in Double Dash, this Rainbow Road starts out with sharp turns, proceeding to a straightaway with many boost pads. This straightaway is bombarded by shooting stars, which players need to watch out for. After another turn, racers go through a corkscrew, like the one seen in DS’s Rainbow Road. After this, racers approach a serpentine-shaped straightaway, reminiscent to the last part of Wii DK Summit, which requires players to use half-pipe tricks. After this, players approach a large aquatic planet, like the ones seen in Super Mario Galaxy. The road makes an upside-down loop-de-loop through this planet, allowing for an underwater racing segment. Soon after, racers hop on UFOs, possibly belonging to Shroobs about three quarters through the level, which work just like large mushrooms do in Mushroom Plaza. Bouncing off the last UFO opens up racers’ gliders, allowing them to glide through a meteor field safely to the finish line.

Shell Cup
1. DS Figure-8 Circuit: This track is almost identical to its original appearance in DS. I chose this course because none of DS's two circuits have been brought back yet, and this one makes a good first course for the Shell Cup.

2. 3DS Cheep-Cheep Lagoon: Again, this course is pretty much identical to its original. I picked it because I wanted to bring a beach course back, and with the return of air-gliding and underwater racing in WiiU, I thought picking a beach course that already had both of these features would be a good idea.

3. GBA Boo Lake: Returning from Super Circuit is this creepy retro course. Aside from greatly improved graphics, the platform with the second big jump found early in the course has been removed, because the first big jump has now been converted to an air-glider ramp, allowing players to glide to the next part of the track. I picked this course because it’s one of the few haunted retro courses to have not been brought back yet.

4. Wii Toad's Factory: Most of this track remains the same as it was in Wii. The two main differences are found at the end of the track. The large jump leading back outside toward the end of the race is now an air-glider ramp. Also, the former water hazard found right after the ramp has been turned into an underwater segment that leads to another gliding ramp, allowing racers to glide over the mud segment. Above this water segment, for players already gliding, is an aerial boost pad, like ones found in Diddy Kong Racing, which work just as the Star Launch circles did for air-gliders in Mario Kart 7's Rainbow Road. This aerial boost pad will allow players to continue gliding over the mud segment. I picked this track because it's a pretty unique and well-liked track from Wii's Mushroom Cup.

Banana Cup
5. GCN Dry Dry Desert: This course looks very similar to its original appearance in Double Dash. Much like N64 Kalimari Desert in Mario Kart 7, a few off-road ramps are scattered throughout the track. Besides that, the only major difference is that tricks can now be performed on the many hills and fallen columns that appear in the course. I picked this course because it's literally the only Double Dash course from the Mushroom and Flower Cups that hasn't been brought back yet. Aside from that, it's also a great desert course, which I needed to bring back one of anyway.

6. SNES Bowser Castle 2: Much like the GBA Bowser Castles we've seen in the past few Mario Karts, this 3D iteration of a classic track remains faithful to the original course, but has a few new features as well. All jump ramps from the original course have now been converted to trick ramps like the ones seen in Mario Kart Wii's version of GBA Bowser Castle 3. The dead end that appeared in the original version of this course now has a trick ramp at the end of it, which brings players to the other side a bit quicker. Players that avoid this former dead end and continue on, however, will be lead to an air-glider ramp that lets them fly over the lava pits, and quickly catch up to those who used the trick ramp shortcut. I chose this track because we've seen a GBA Bowser Castle in the past 3 Mario Kart games, and having a similarly-styled course from SNES is a nice change of pace.

7. N64 Royal Raceway: This track remains very true to the original, with almost no differences aside from the updated graphics. The only new feature on this track is that the big jump that leads toward Peach's castle is now an air-gliding jump. I picked this course because it’s one of the few classic circuit courses that haven't been brought back in a recent Mario Kart game yet. I also wanted a second retro circuit course as well.

8. 3DS Wario Shipyard: This course is very similar to its original version, with the only added feature being that some turns, like the one seen right after the race begins, have been altered to allow half-pipe tricks, kind of like the changes seen in Mario Kart Wii’s version of GCN Waluigi Stadium. Aside from that, the course remains the same. I originally had Piranha Plant Slide (Piranha Plant Pipeway) appearing in this spot, but with the new Piranha Park level appearing in the Star Cup, I thought it would be a bit similar, so I picked this course instead. I picked this course, for the same reason I had picked Piranha Plant Slide/Pipeway in the first place: lots of underwater segments, which are difficult to incorporate into retro courses.

Coin Cup
9. Wii DK Summit: This course isn’t that different from its original version. The big jump to the top of the summit now features the air-glider, just like in Mario Kart 7’s version of Wii Maple Treeway. Besides that, all other parts of the track are left alone, since adding an air-glider for a downhill course would lead to players flying over the course for too long. I chose this course because it was a relatively popular Wii course, a snow level, and features plenty of half-pipe tricks in addition to ramp tricks, both of which return in WiiU.

10. GCN Mushroom City: Once again, this retro course doesn’t see too many changes. All of the original traffic cars, including the Wiggler Bus, bomb kart, and Mushroom Car, all reappear here. Also, towards the end of the course, right before the long gap, is an air-gliding ramp, allowing players to glide over traffic before reaching the finish line. I chose this course because I wanted a traffic course to return, and with few Double Dash courses left to pick, this seemed like one of the best options.

11. DS Tick-Tock Clock: A few trick ramps have been added to this updated version of Tick-Tock Clock. Also, an air-glider ramp has been added right before the area with the spinning gears about halfway through the race. I chose this course because it was one of the more unique DS courses that hasn’t been brought back yet.

12. GBA Ribbon Road: While the general layout of the course is the same, the WiiU graphics make the course look much better than the original. The course is now floating in the sky, as opposed to appearing alongside an odd blue surface, as seen in the original version. Many of the walls have been removed, allowing players to fall off the course. The only remaining walls now are those separating one part of the track from another. The first of the two big jump ramps in Ribbon Road remains as is, but the second one has been converted into an air-glider ramp. A few trick ramps are scattered around the course now, as well. This is the last Super Circuit track that appears in Mario Kart WiiU. I picked it because it’s one of the more unique tracks from Super Circuit, and was able to implement new features such as tricks and air-gliding to it.

Leaf Cup
13. 3DS Maka Wuhu: This course looks and plays exactly as it did in Mario Kart 7. I wanted one of the Wuhu Island-based tracks to return in WiiU since they’re the only three-section retro courses. I also chose this course because it features both underwater and air-gliding segments.

14. N64 Yoshi Valley: Another classic N64 track finally makes a return. Just like in the original version, players don’t know what place they’re in until the race has ended. Aside from a few trick ramps added throughout the course, everything else remains the same. I picked this course because it was a pretty popular N64 track, with its unique feature of not telling the player what place they’re in.

15. SNES Donut Plains 3: One of the more popular tracks from Super Mario Kart makes a return. The main difference about this course is that players can now drive underwater, providing an alternate path throughout part of the lap. Since SNES courses normally have no elevation, the water isn’t very deep, but still enough to completely cover your character in water, with a bit of room to spare. Cheep-Cheep appear in the underwater area too. Monty Moles return in this course- but only appear on land this time. I was never quite sure why some appeared in water in the original version. This is the last SNES course to appear in Mario Kart WiiU.

16. Wii Daisy Circuit: The last retro circuit, as well as the last Wii course in Mario Kart WiiU. This course hasn’t received many changes, the only notable one being an air-glider ramp added to the shortcut before the area with the statues. I picked this course because it was one of the more interesting circuits from Wii, and is relatively popular.

Lightning Cup
17. DS Wario Stadium: This course remains true to the original, although plays quite differently with the features added to the Mario Kart series since DS. The many bumps and hills that appear throughout the course enable racers to pull off plenty of tricks. The three largest jumps found in the course have also been changed to air-glider ramps now, giving the course another new twist. I chose this course because I wanted a stadium level to return. I was originally going to pick GCN Wario Colosseum instead, but decided that DS Wario Stadium had more opportunities for tricks and air-gliding, so I chose this instead.

18. 3DS DK Jungle: This course is pretty up to date, and hasn’t received any significant changes as a result. I picked this course for two main reasons, because it’s a jungle course, and because it’s one of the four Mario Kart 7 tracks designed by Retro Studios- the other 3 being Shy Guy Bazaar, Neo Bowser City, and Rosalina’s Ice World.

19. GCN Bowser’s Castle: This course is pretty much an exact replica of the original, the only difference being that the last ramp towards the end of the lap is now an air-glider ramp. I chose this course because I wanted one of the 3D Bowser’s Castles to return, like how N64 Bowser’s Castle appeared in Wii. I originally was going to go with DS Bowser Castle, but I decided that GCN Bowser’s Castle was more memorable than the DS version.

20. N64 Rainbow Road: One of the most memorable, classic N64 courses makes its long-awaited return. No trick ramps or air-gliding ramps have been added, so the course plays just as it did on the N64, Chain Chomps included. However, the course now only consists of 2 laps due to its length, much like GCN Wario Coliseum. The barriers stay on the first lap but disappear into stardust on the second lap, thus increasing the risk of falling. I picked this course because the first Rainbow Road ever from SNES returned in Mario Kart 7, so it’s only fitting for the second Rainbow Road ever to return in WiiU.

Items
Mario Kart WiiU introduces three new standard items for players to use, and also brings back two classic items: Boo and Fake Item Box. The full list is as follows:

The blue shell works just as it did in Mario Kart 64 and Mario Kart 7. The Fake Item Box and Boo return from previous Mario Kart games, along with Double Dash’s Chain Chomp which replaces the Bullet Bill. All other returning items work just as they did in Mario Kart 7, with the exception of the red shell and the Star. The red shell, when placed behind, works just as it did in Super Circuit- it sits there and locks on to the first person to get close to it. However, if a player is far enough away from the red shell, it won’t lock on to them. The Star, which has become less and less important in the last few Mario Karts, has been completely revamped. When a player uses a star, they move significantly faster than they did in the past few Mario Kart games. Also, when using a Star, a player cannot fall off a course. If a player is about to fall off a course, a star barrier will appear that pushes them back onto the course. With new players too dependent on the Bullet Bill in newer Mario Kart games, the new Star and Chain Chomp items could help these beginners catch up to everyone else.

The poison mushroom is a new item that is tossed forward or placed behind like a banana. When someone touches this item, they shrink for just about as long as a thundercloud-caused shrink in Mario Kart Wii. The Freezie is an item that, when thrown, moves like a green shell, but shatters as soon as it hits a wall. Since it’s bigger than a green shell, it’s easier to hit opponents with it. As soon as it hits someone, they become frozen for a second, just like karts that hit the giant Freezies in Double Dash’s Sherbet Land.

Returning from Mario Kart Double Dash are special items. In Mario Kart WiiU, each character has their own special item. There are nine special items in total:

Fire Flower works just as did in Mario Kart 7, but fireballs are more powerful, doing the same damage as a Koopa shell. Heart Shield and Yoshi Egg work just as they did in Double Dash. POW Block is unavoidable now that it’s a special item, causing it to be more effective. Mega Mushroom lasts longer than it did in Mario Kart Wii, also to increase its effectiveness. The Ice Flower let’s players send ice balls at opponents for a brief period of time, but cannot be spammed like a Fire Flower, since it must recharge after sending out an ice ball. Players can usually send around 5 ice balls during the time they have this item. Giant Banana and Bowser Shell work just as they did in Double Dash. The magnet is a special item that appears over a player’s kart which attracts nearby coins, and uses its magnetic pull to draw you closer to racers in front of you. The Lucky 7 consists of the same seven items that came with it in Mario Kart 7.

Battle Mode

The same two battle modes seen in Mario Kart Wii and Mario Kart 7 are included in Mario Kart WiiU. This time around, however, they are much more customizable. Balloon Battle, for example, can be adjusted to have either a time limit, like it did in MKWii and MK7, or a balloon limit, like it had in the older Mario Karts. Coin Runners can also be adjusted to have players collecting multiple coins like in MKWii and MK7, or to have just one coin that players chase after until the time runs out, making it similar to the Shine Runners mode from Double Dash. Also returning from Double Dash is Bob-omb Blast, with players now able to pick up to how many points it takes to win a match. Items, number of players, and having either a free-for-all or teams can be adjusted for all three of these battle modes. There are ten battle courses to choose from in Mario Kart WiiU:

1. Peach’s Cake: This course takes place on top of a giant gourmet cake. Much like DS Tart Top, players can drive uphill on the cherry at the center of the cake, allowing them to perform a trick and grab an item box. While most of the battle will take place on the upper layer of the cake, there’s also a lower layer that players can drive around as well.

2. Blooper Bay: This course takes place on a pier alongside a large lake. The setup of this lake and pier is actually quite similar to Jolly Roger’s Lagoon from Banjo-Tooie, but with very limited access to the pier area, so most of the action takes place underwater. Clam shells, Cheep-Cheep, and coral all appear in this beautiful underwater course.

3. Bullet Billiards: Much like my old Waluigi Billiards idea, this course takes place on top of a giant pool table with a Bullet Bill theme to it. Obstacles including a giant 8-ball that gets hit by Bullet Bills, which makes the ball roll around the course. In the center of the course is a giant triangle, and the pockets are covered by giant pool sticks.

4. Dry Dry Outpost: This course has a very similar motif to that of 3DS Shy Guy Bazaar. The main difference being that this course takes place during the day, and obstacles consist of Little Mousers that run from shop to shop. The name is a reference to the desert town from Paper Mario, much like how GCN Dry Dry Desert and Wii Dry Dry Ruins both references areas of the same name from Paper Mario.

5. Freezeflame Peaks: This course is based on Super Mario Galaxy’s Freezeflame Galaxy. The left side of this course is on the base of a snowy mountain filled with snowball-flinging snowmen. On the right side of the course is the base of a fiery mountain that has fire snakes roaming around. On both the snowy mountain and fiery mountain are air-gliding ramps that players can use to fly toward the center of the course. The center of the course, which is essentially the area between the two mountain bases, consists of pools of lava surrounded by ice. This course is unlocked by playing at least one full match on the other four new battle courses.

6. SNES Battle Course 3: This course is a faithful 3D remake of the original Vanilla Lake-based course from SNES. New elements include penguins that slide across certain areas of the course. The white ice blocks featured in the original course make a return, although they’re slightly bigger now, roughly the same size as the wall panels from SNES Ghost Valley 2 in Mario Kart Wii. After hitting an ice block once, it disappears. I picked this course because it was one of the more unique SNES battle courses.

7. N64 Double Deck: The only changes made to this course are graphical, as the course now looks a lot nicer in HD than it originally did. I picked this course because, well, the other three N64 courses were already brought back in previous games, and it’s still a classic course.

8. GCN Luigi’s Mansion: This popular Double Dash battle track makes a return to WiiU. No real changes were made to this course. Just like in Double Dash, this course is unlockable, and in WiiU it’s unlocked by playing at least one full match on the other four retro battle courses.

9. Wii Block Plaza: This course works just as it did in Mario Kart Wii, but with improved graphics. I picked this course because it was one of the more popular new courses from Mario Kart Wii.

10. 3DS Honeybee Hive: This course works just as it did in Mario Kart 7, but with improved graphics. I picked this course because it’s a well-liked, unique battle course from Mario Kart 7.

Gameplay & Other Features

The air gliding and underwater segments introduced in Mario Kart 7 reappear in Mario Kart WiiU. The driving aspect itself, however, is quite similar to Mario Kart Wii. Drifting returns to how it was in that game, as the slightly altered method of drifting introduced in Mario Kart 7 made snaking, while not as effective as it was in DS, possible to do in MK7. Also returning from Mario Kart Wii are tricks. Both the ramp tricks seen in Wii and MK7 as well as the half-pipe tricks exclusive to Wii return in WiiU.

Another new feature is, of course, the use of the WiiU controller. The screen on the tablet-like controller shows a birds-eye view of the map, similar to the bottom screen of Mario Kart DS and 7, that shows other racers and their items. This screen also works as a rear-view mirror for the player, who can quickly move the controller around to see what’s behind them from multiple angles.

Mario Kart WiiU would have more single player options than just Grand Prix and Time Trials. Vs. Mode would be available for single player mode once again, and Mission Mode would return from Mario Kart DS. Some other lost elements I would bring back are Mario Kart Wii’s stat tracking, which appears in Mario Kart WiiU's settings, and Mario Kart DS’s emblem customization. With the WiiU controller’s large touch screen, players could sketch whatever they’d like their emblem to be.

Another first for Mario Kart is the ability to pick the number of characters in a race. I’ve noticed some people prefer having eight racers as it leads to more balanced gameplay, while others prefer the slightly more chaotic twelve-player races seen in Mario Kart Wii. To appeal to both kinds of fans, there’d be 3 different amounts of racers seen during Grand Prix mode. 50cc would have 8 racers, 100cc would have 10, and 150cc would have 12. With Mirror Mode, the player is allowed to pick to have 8, 10, or 12 racers. In VS mode, players can pick exactly how many racers they want, from 2-12. Other VS. mode options include choosing which computer opponents you face, which items appear, as well as the usual VS mode settings like engine size and CPU difficulty.

Mission Mode
Mario Kart WiiU features six levels of missions. Each level contains four missions, a Koopaling race, an additional four missions, followed by a boss battle. The Koopalings and bosses appear in this order:

Other unlockables include Freezeflame Peaks and GCN Luigi's Mansion, which are unlocked by playing at least once on the other four new and retro battle courses, respectively. All other karts, wheels, gliders, and alternate costumes for characters are bought in Toadsworth's Kart Store. Coins make a return in Mario Kart WiiU, and there is no longer a limit for how many coins you can get in a race.

Karts

Lastly, kart customization from Mario Kart 7 would make a return in Mario Kart WiiU. This time, much like the karts and bikes in Mario Kart Wii, the kart bodies are based on size class. Each size class has 8 kart bodies to choose from: four new karts and four karts from previous Mario Kart games. Two of these 8 kart bodies, no matter which size class the player chooses, are the Standard Kart and the Classic Kart. The Classic Kart is the kart used in Super Mario Kart, Mario Kart 64, and Super Circuit, also known as the Pipe Frame kart from Mario Kart 7. This is essentially the retro counterpart of the Standard Kart.

Aside from the Standard Kart and Classic Kart, each size class has six other kart bodies to choose from.

Anyways, just wanted to say thanks to BlooperGuy4 and ShyGuy_Pal_101 for helpful course suggestions, and thanks nhkawaguchi, Pikmin9003, and everyone else who's helped support this thread for the last 100 posts. Thanks for everything you guys, hope you've enjoyed my ideas!

Shroom Path
This is a very simple course and is shaped exactly like a Mushroom. Their isn't many obstacles on the course except for the grass off the road. A small pond can be driven into to provide for a alternative route but it is hidden. The backround setting is the Mushroom Kingdom except some parts are quite full of trees. In the middle of the track is a tall hill but it is fenced off so you can't go up it.

Coconut Highway
The Karters have returned to the Coconut Mall but this time were going through the city. The road starts off straight but is shortly changed in to a freeway. Their are a couple turns left and right here then we head back onto the streets for a few more corners and then we come to the finish. All the roads are blocked off so don't worry about cars. Some hazards include a broken wall along the freeway which players can fall down and a small car crash at a straight area. Their are some small gliding parts in the course. The setting is the same as outside Coconut Mall however it is all town and their is no beach.

Windy Peaks
This course take place in the same setting as Mushroom Gorge except without the mushrooms. Their are lots of gliding areas as it is very windy. We start of with a straight followed by a left turn to a broken bridge which serves as a gliding area which is quite long and then land on the other side. After you are surrounded by trees and hills and take a couple turns when you glide off to the next area which is an open area with lots of trees in the path. You go through this big area then come to a right turn which takes you to many gliding spots then finally the finish line. Some hazards include trees in the path, falling off the track and getting hit while in mid-air will make you fall off the course

Yoshi Lagoon
This course takes place around a lagoon and some forest dirt roads. You start off on the beach and have a small straight then turn into the water for a underwater section which is quite windy. After the underwater we glide out over a small hill then onto a dirt path in the forest. Their is some straight parts and some corners in here. You go up to the top of a cliff then around an ancient Yoshi Statue and glide off the cliff and return to the beach for the finish line.

Characters: Good. Glad that Petey and Wiggler make a triumphant return. Like the inclusions of Hammer Bro., E. Gadd, and Kamek. I'm not sure about the babies and the Kongs. The babies weren't particularly popular among gamers and another Kong just seems like a filler character. What's R.O.B been up to? As for alternate character costumes, they're all good, but take out Dry Bowser Jr., since he has never appeared as a dry form. Ever. Maybe Bowser Jr. can have his mouth mask on or something. Also, all the biker suits for the girls are downright boring and lack originality. I suggest Peach in Tennis wear, Daisy in her "Strikers Charged" outfit, and maybe a young version of Rosilina, since she appears in the storybook. I actually thought that Dr. Mario could be a interesting costume too.

Tracks: Most of your ideas for the Nitro cups are awesome, especially Smokey Volcano, Chilly Village, Piranha Park, Waluigi Casino, Delfino Airstrip, Mushroom Plaza, Monty Mole Mines. I wish you included European counterpart names like they did in MK7. I question only two courses; Peach Express and Mute City. Aren't passageways in trains very narrow? It would also be in uber-long straight. With practically no curves. Mute City doesn't seem to fit with the Mario franchise; doing endless corkscrews at face melting speeds. An homage here and there is fine, but not something radical like a whole course. As for the retro courses, I liked that you added some of my description to yours. Super homered. It's painful to see my 5th and 7th 3DS favorites are the only considerable ones that got through. A technical change is to swap Daisy Circuit with DK Summit, because the former course isn't really that hard.

Items: Alright. I think Bullet Bill, as mush as I can't stamd it, should stay, but rather as a special item. The Chain Chomp, most likely, is gone for good. If you're having King Boo, it just seems wierd to have a generic Boo be an item. That's probably why they didn't add it in MKWii. Try my Boo Mushroom. That way, you'll have three new items instead of two. I object to nothing in your Special Items. All good to me.

Battle Mode: All great! As much as I loved the idea of having the Blooper Bay course, I'm a little confused of the symbolism of the Blooper. Will there be a Blooper statue? Will they be obstacles? Will anything Blooperish appear at all? You can't reference a certain character yet not have it appear in the course. It's like a Mario Circuit with nothing to do with Mario. I love your other ideas like Dry Dry Outpost, Bullet Billiards, and Freezeflame Peaks, but the snowmen you referenced are Mr. Blizzards, to be exact. I knew a billiard course would fit better on a battle course, glad you listened. Your ideas for the retro courses are decent. I almost included Battle Course 3 in my SNES course representative, except everything was removed and Mr. Blizzards have been placed. It lost favor to Battle Course 1, which is ironically is not considered at all at this point. Wii Block Plaza was the best of the "Block" series, so I'm not complaining. In my opinion, Honeybee Hive doesn't hold a candle to Sherbet Rink. Its just so unique. GCN Luigi's Mansion is great because most of the Luigi's Mansion references tend to go to the ports now. Heck, the sequel is taking place on the 3DS. If Double Deck returns, I'll be officially stoked.

Karts: I like the ideas of some of your karts, such as the L-Dasher, Egg 2, Mini Copter, Boomerang Plane, and Banana Wagon. I also like the idea if having a new train kart as well, but I suggest calling it the Choo Choo Charger. Less babyish you know? Others, like the Luxury Limo, Phanto Sprinter, Royal Wagon, Starry Sky, and Mecha Koopa are lacking in uniqueness, awkward sounding, or just plain boring. Your retro karts are even worse. Wild Wing, Tyrant, Daytripper/Royal Racer, Bolt Buggy, Brute, Bruiser, Tiny Titan, Red Fire, and the Goo Goo Buggy are the worst of the whole bunch. Where's the Wario Car, Gold Mantis, Dragonfly, Tiny Tug, Soda Jet, Zucchini, Cucumber, Cact-X, Blue Falcon, Super Blooper, and the 4-Wheel Cradle? My plan is for one character to have their own signature large, for example Mario would have the Blue Seven, Luigi would have the Cucumber, Peach would have the Birthday Girl, Yoshio would have the Dragonfly ect. I would have a kart body for each weight class that can be selected by anyone, like 4-Wheel Cradle for Featherweights, Soda Jet for Lightweights, Tiny Tug for Middleweights, Zucchini for Cruiserweights, and Blue Falcon for Heavyweights. I'll get into that more when I do a summary post. All wheels and gliders are fine.

Shroom Path
This is a very simple course and is shaped exactly like a Mushroom. Their isn't many obstacles on the course except for the grass off the road. A small pond can be driven into to provide for a alternative route but it is hidden. The backround setting is the Mushroom Kingdom except some parts are quite full of trees. In the middle of the track is a tall hill but it is fenced off so you can't go up it.

Coconut Highway
The Karters have returned to the Coconut Mall but this time were going through the city. The road starts off straight but is shortly changed in to a freeway. Their are a couple turns left and right here then we head back onto the streets for a few more corners and then we come to the finish. All the roads are blocked off so don't worry about cars. Some hazards include a broken wall along the freeway which players can fall down and a small car crash at a straight area. Their are some small gliding parts in the course. The setting is the same as outside Coconut Mall however it is all town and their is no beach.

Windy Peaks
This course take place in the same setting as Mushroom Gorge except without the mushrooms. Their are lots of gliding areas as it is very windy. We start of with a straight followed by a left turn to a broken bridge which serves as a gliding area which is quite long and then land on the other side. After you are surrounded by trees and hills and take a couple turns when you glide off to the next area which is an open area with lots of trees in the path. You go through this big area then come to a right turn which takes you to many gliding spots then finally the finish line. Some hazards include trees in the path, falling off the track and getting hit while in mid-air will make you fall off the course

Yoshi Lagoon
This course takes place around a lagoon and some forest dirt roads. You start off on the beach and have a small straight then turn into the water for a underwater section which is quite windy. After the underwater we glide out over a small hill then onto a dirt path in the forest. Their is some straight parts and some corners in here. You go up to the top of a cliff then around an ancient Yoshi Statue and glide off the cliff and return to the beach for the finish line.

Next I will add my Flower Cup

Click to expand...

I hate to say this, but you're having a bad start. First, some of courses lack elaborate detail and charm. They're almost boring. Yoshi Lagoon is the only eyebrow-lifting course so far. Also, your courses are derivative with constant references to other courses and adding no original content. My best guess is Dry_Bones will put it nicer than I did, but you let me down so far.

Lastly, Miis are also available, and just like in Wii, their size varies depending on the Mii’s height. If a Mii is 4’ tall or less, they use small-sized karts. If a Mii is between 4’ and 5’ tall, they use light-sized karts. 5’ to 6’ tall Miis use middle-sized karts, and Miis that are 6’ or taller use tall-sized karts.

Tracks
Instead of the usual 32 tracks offered by recent Mario Kart games, Mario Kart WiiU would offer 40 to 50 tracks: 20 to 25 new and 20 to 25 retro. Courses that won't appear if there's 40 courses will have perentheses. They also have european counterpart names as they did in MK7, which appear in italics.

Mushroom Cup
Peach Circuit/Peach Raceway: This course is slightly shaped as an elongated B. In the middle of the track, there is a pond with two spinning Peach statues at opposite sides. At the curves, there are dash panels. There's a shortcut at the curves, with a ramps. Of course, you need a Mushroom to get across the grass and reach it. After the curves there's the long straight. In the middle of the straight, Cheeps Cheeps and a Bass Boss jump ahead from pond to pond. They do not effect you. Overhead at the second and third lap, a Peach blimp can be seen overhead.

Luigi's Farm: A bluegrass remix of the "Princess's Secret Slide Theme" from Super Mario 64 is played here. It starts in a giant corn maze with multiple paths. At the end of the maze, it leads to pasture where Moo Moos and goats from Daisy Hills graze. After that, it leads to a ginormous barn which has a two-way stairwell and hay-barrels. This leads to the first air-gliding segment in the game. Flying out an open window, it leads to a long garden. In the middle of the garden there's a tall scarecrow that looks like Waluigi. From here, you avoid Crowbers in the air and Monty Moles on the ground. Drive around a dirt path and you're back in the finish line. There are multiple signs that say things like "Moo Moo Milk Sold Here" and "Poochy".

Delfino Carnival: This course takes place in Pinna Park and includes many attractions from the actual place. Piantas and Nokis appear as spectators. It starts on the slightly remodeled roller coaster, which has guardrails to avoid a fatal fall. After a spectacular jump involving a air-gliding ramp, it leads to the swinging pirate ships. Failing to avoiding them knocks them down into a pool below, which frankly introduces the first underwater segment. After the swaying pirate ships, you negotiate through the Spinning Clam Cups and the Ferris Wheel. Cataquacks appear here, and they act the same way as the did in Peach Beach. A D.K Canon appears at the end of the course, sending you over the Yoshi-Go-Round and back onto the roller coaster.

(Goomba Falls/Goomba Grove): This course is similar to Yoshi Falls and Mushroom Gorge. It starts going uphill with Prickly Piranha Plants serving as obstacles. After a long straight, you merge onto a fast-moving current, thus going into a underwater segment. This leads to the waterfall air-gliding ramp. You fly towards some mushroom trampolines and avoid Tail Goombas. After the mushroom trampolines, you jump on a blue mushroom trampoline and get air-gliding again. You fly towards a broken bridge go back uphill towards the finish line.

Wuhu Cruiser: This course has a remix of the Wii Sports Theme. It starts in Wuhu Town and goes to a jetty with a D.K Canon. After being shot, two killer whales jump over you as you reach the cruiser . Upon reaching the cruise, you get upon the deck and drive towards into a elegant stairwell. You reach a long indoor pool and drive through it avoiding innocent waders. Exiting the pool you reach a water slide and exit the cruise onto the beach from Maka Wuhu, thus reaching the second lap. On this lap, you exit onto the golf course and On the last lap you exit back near Wuhu Town. This is similar to what Dry_Bones had for Peach Express; having different ports for the different laps.

Flower Cup
(Tart Town/Cake Town): As the name implies, this course is completely made of... Sweets! At the start of the race, racers go through a long straight and must navigate between two soda fountains and a cake similar to Peach's. Beyond that leads to the countryside. A windmill made of pop tarts and gingerbread is seen here. After going over a bridge made of candy canes, players hit a air-gliding panel and must navigate a gorge filled with bouncy, story-high gumdrops. The trail then goes back to the town.

Blooper Boardwalk/Blooper Bay: This beach course contains the three segment feature and has a salsa remix of the "Beach Bowl Galaxy" theme. This course starts near the side of a island resort with board planks. Sand is also a type of terrain here, but it won't effect your speed. Sidesteppers are a pesky hazard here, acting as they did in the past. After a few seconds the boards lead to a fenced pier. If you try to enter the water too soon you will sink You can see Toads, Shy Guys, and Penguins fishing here. At this point the only hazard is a menacing Bass Boss that jumps and attempts, but always fails, to eat you. It can, however, knock your kart over if you hit it and shakes the pier every it jumps on it. You can perform jumps and tricks off the shakes similar to the music notes in Music Park. When you reach a sign that says "Have a nice swim!" with Bloopers, Sushis, and Cheep Cheeps on it, you've reached the second part. Here, you jump off a air-gliding ramp and dive into the sea. A exuberant, colorful coral reef appears here, and Cheep Cheeps, Clampies, and Bloopers appear as obstacles. Cheep Cheeps and Clampies act the same as they did in the past. Bloopers loiter around near bottom of the bed, and when you hit them you get inked. After a few curves and a long chain of islands with palm trees, part three begins. Again you take a dip in the water, only this time the enemies are Bloopers, Sushis, and Unagi eels. Unagi ells lie in crevices and snap at you if you draw too close, just like in NSMB. Sushis, big shark like enemies, act like Cheep Cheeps, except of course much bigger and faster than their smaller counterparts. The course submerges after navigating through a huge coral formation, and leads back to the finish line.

Mario Circuit: This course takes place near a giant playground, which at some point you have to go through. Hazards here are Chain Chomps, Rocky Wrenches, and Inky Piranha Plants. Inky Piranha Plants spit sludge at you and if you're hit, you're inked like a Blooper, oil slick, or oil barrel. The beginning makes you take a tight left turn towards a pipe similar to Mario Raceway, except it's cut in half so you can make half-pipe tricks. After a slight right, you go a park with two Chain Chomps, which act as they did in past on chains. After going through an S shaped road avoiding Rocky Wrenches, you finally reach the playground. Going through several multicolored pipes, you reach the top the structure and reach an air-gliding pad. There, you glide over a Yoshi shaped Fountain and reach the finish line.

Daisy Gardens: This course has a Japanese remix of the "Super Mario Land" theme. Instead of having a generic garden similar to Peach's, this course takes place in Sarasaland and has a Japanese botanical garden theme. This course starts off on a bridge similar to the Torii Gates of real life Japan. After crossing the long, curvy bridge, you reach a hot spring with a lone Wiggler circulating around it. You can either choose to take the narrow ledge around the pool and possibly get hit by the Wiggler, or take the long but safer way around into the spring. After the spring, you drive on a dash panel and fly towards mushrooms and bouncy flowers similar to those of DK Jungle. Flutters appear here, making them a very dangerous hazard that can make you plummet to your doom. When you reach the bottom, you get toward the Japanese huts and botanical gardens. The only hazards here are flowerpots similar to the vases from Shy Guy Bazaar. They move occasionally and can break revealing coins a shell, a banana, a mushroom, and rarely a star. After the botanical gardens you reach the finish line. If you look closely, you'll see Grumble Volcano.

Dry Bone Dunes/ Mirage Flats: This course has a remix of the "New Super Mario Bros." Desert theme. This course is slightly similar to DS Desert Hills. This course takes place at night. The first part the course contains many tight curves that can trip you up. You can see Dry Bone remains on the ground, but those aren't significant until later. At one point you reach a big oasis with many palm trees at the side. In the oasis, there are Fishbones, which act similarly as they did in Wario Shipyard. After the oasis, you reach a pyramid where Grindels and Fire Snakes are aplenty. Grindels act exactly like Thwomps. At the top of the pyramid, you hit a glide panel to fly over a oasis with Fishbones and pillars. If you are unfortunate (or stupid), you may plunge into the oasis and are forced to take a swim. The finish line lays straight ahead. At the second and third lap, the Dry Bones come alive and start wandering around like zombies. It you ram into them they will collapse and come back together in a short period of time. Mirages of enemies and item boxes are also seen, and thus they don't effect you.

Star Cup
Waluigi Funhouse/Waluigi Madhouse: This course starts outside on a jagged cobblestone path towards the funhouse. It leads to a wide doorway and towards the wavy hall, like in Wii Bowser's Castle. You can perform tricks of the waves and upon entering, a voice of Waluigi says "Waluigi time!" This leads to a kitchen with lively knives, utensils, and silverware, seeming to cook food on their own. Lil' Mousers infest the kitchen, acting the same as they did in GBA Cheese Land. Beyond the kitchen is the long dining room, with the table, plates, and food on the ceiling. Occasionally a plate or thing of food falls down, spinning out anyone comes in contact with it. The next room is the living room. This room has furniture on the ceiling, sides of the walls, or just upside down. Several lamps and vases move across the room and will cause you to spin out if you collide with them. After the living room, the course leads to a spiraling stairwell with no railing on the left side. This means you could fall of and have to climb up all over again. At the top lies the attic, littered with Lemmy's circus balls. These can't spin you out, but the sure jostle your kart around. After a air-gliding ramp, you fly out the window into a patio with geyser fountains. If collided, the fountains throw your kart in the air and you crash to the ground. When you land on the patio, you have to avoid Prickly Piranha Plants in flowerpots and drive back onto the cobblestone path towards the finish line.

Toad's Casino: This course has a jazzy remix of the "Koopaling Theme" and the "Bowser Jr. Boulevard" theme from Mario Sports Mix. This course has a Las Vegas theme and has blinking lights everywhere. This starts outside the casino with two Toad statues made out of lights and red carpet leads the racers to huge room filled with roulettes, bouncing dice, and rolling balls. Like Yoshi Valley, this course has multiple paths and item boxes scattered everywhere. All paths lead to an outdoor pool with Toads and Toadettes wading while on inflatable rafts shaped as Dorries, Sushis, and Cheep Cheeps. Avoid them, as you'll spin out if you touch them. After driving through the pool, you'll drive out of the casino and onto a lighted path towards a street. A sign above that says "See ya later!", which has a picture of Toad with a heap coins in his hands. This leads to a traffic part of the course, containing regular vehicles, Wiggler Busses, Bob-Omb Cars, and Mushroom Cars. They all act as they did before. The road has a long straight and is then shaped as an S. The road ends at a inaccessible toll both, and thus you must detour towards a path indicated by lighted hedges. Drive towards the long path, and the course ends. At some areas of the traffic zone, you can see places such as "Toadette's Hotel", "Peach's Bakery", and "Birdo's Hair Saloon".

(Spear Guy Swamp/Spear Guy Marsh): This course has the "Fortress/Castle Theme" of Yoshi's Island and is similar to the outside of Prince Froggy's Fortress. It is raining and foggy, so it can be fairly hard to see. It starts at the front of a rope bridge near the end of the island. The waters below the bridge rise every lap. When you reach the end of the bridge, you get onto a mire with few dry patches. When you go across the mire, a group of teepees are scattered around the track. If you crash into one, you will not spin out, but will have a Spear Guy attached to you and thus slowing you down, like in Sunset Wilds. The only way to get them off is to shake your controller like a madman for a few seconds. Spear Guys also hide near bushes and when your close enough, they'll poke you with their spears. A few puddles are scattered around the course too, and will cause you to spin out if you hit one. An underwater segment is placed at the end of the marsh, and contains very dangerous crocodile-like enemies called O'Diles. If you collide with their snapping jaws, they will launch you into the air (since the water isn't that high). As you get out the water, you reach the finish line.

Banshee Boulevard/Ghoulish Hills: This course features a three segment feature. A huanted course with Boos and Dry Bones as spectators, it includes a drive around town, a dip in a ghastly lake, and navigate through creepy woods. The track starts out in a frightening town with many sharp twists and turns, driving around huanted fountains and statues. After driving out of a narrow tunnel, you must go though a pumpkin patch with Crowbers and Splunkins. The path goes downhill to a dock surrounded by Fishing Boos. It contains a air-gliding ramp, leading towards the second segment. In the lake, you must avoid Fishbones and canoe wreckage. It is long and connected to underground tunnels to other lakes. After leaving the lake, it leads to a cavern filled with Swoopers. It also contains an air-gliding ramp and leads to the final segment. The woods contains walking trees, similar to the ones in Luigi's Mansion, except they now have ominous looking eyes and arms. Like Dry_Bones's Spooky Woods, there are multiple paths and pits made the rotten Boos. After a long drive in the forest, the finish line is straight ahead.

Outer Station/Starship Headquarters: This course has a remix of the "Gateway Galaxy" theme (you know, the tune when Mario's not on the actual planet). The course takes place on a space station and the unique thing about this course is that the gravity on the course somewhat like an underwater segment. Karts are slower and stay higher in the air after a jump. You first start in a transparent tunnel, with dynamic sights of entering space shuttles and the Comet Observatory. You glide shortly after hitting an air-gliding ramp. After going through quarters with immobile spaceships, you go through another tunnel with Koopa Zappers from Wii Koopa Cape. This tunnel leads to a maze of capsules containing creatures you've encountered, such as Goomba, Cheep Cheeps, Swoopers, ect. After a long time navigating through capsules, you return to the finish line. This course is fairly short, since the gravity makes the karts slower.

Lightning Cup
Yoshi Stadium: This course has a remiz of the "Super Mario World" theme. In the middle of the course, there's a giant screen showing the conditions of other racers. At the start of the track, you must make a half-pipe jump made of dirt across a giant pit in order to get to the other side. If you fall in it, Lakitu will pull you out and put you before the dirt ramp to try again. Past the jump, you reach a "Z" shaped path and must negotiate around mechanical Piranha Plants, which act the same as they did in GCN Waluigi Stadium. Players then reach inflatible platforms floating on water. There, you must go across without getting hit by a Undergrunt Gunner's electroballs. If you get hit by one of the balls, most likely you'll fall in the water and must finish the race from there. After bouncing off a giant trampoline, you reach high metal platforms and must dodge Yoshi Egg Beanbags. The structure then inclines and you must jump off using the air-gliding pad. Players then must reach the finish.

DK Ravine/DK Cliffside: This course takes place in the Cliff levels of DKCR. Many Tikis are spectators and you can Thugly's Highrise. Players start at the beginning of a long roped bridge that leads to a giant cave. Inside you must avoid rock columns and Scellirexes, which fall apart when you hit them. After that you go through a rocky ravine with tar pits and Bonehead Jeds. Tar pits not only slow you down, but they also cover your screen with tar when you hit them. Soon you must enter a skeletal dino's mouth and go down its spiraling backbone. As you go down to the tail, you must go across a jagged rock path towards the finish line.

Wario Quarry/Wario Frontier: Players are set before a DK Canon, which sends them towards the top of the mountain. Then players go towards a mine shaft stuffed with assorted stones. Mega Moles appear here as obstacles. After leaving the shaft, the players go through a valley with Shy Guys working mining above and carts mindlessly going about on the ground. Above you, a train goes above and sometimes drops rubble from its cars. This can trip up any racer. Near the end of the valley, Monty Moles are obstacles as well. When you finally reach the end of the valley, you go down a giant slope while avoiding falling boulders. After reaching the bottom and taking a tight left turn, the finish line awaits. A Wario statue made of marble is present, as well as signs that say things such as "Work! Work! Work!" and "Get er' done!".

(Chain Chomp Factory): This course is slightly similar to Chompwork Galaxy from SMG2, and Gearmos appear as spectators. It starts in a junkyard, littered with Topmen and oil slicks. The course then goes to a structure inclining towards the top of the factory. The players hit a air-gliding panel at the top and fly through a huge open window. There are many conveyer belts inside the factory, so anypne can end up in a totally different place,like N64 Yoshi Valley. On the conveyer belts you must avoid Chain Chomps, the most common hazard. All the belts are unfenced as well. When you reach the end, you must go out another window using an air-gliding panel and fly back into the junkyard, where the finish line is. At the second and third laps, rusted Chain Chomps emerge from the scrap and romp around the yard.

Bowser's Battleship: This course has a remix of the "Mecha Bowser" theme from SMG and takes place on a stormy night. The unique thing about this course is that it only has two laps. The players start out on a wharf and reach a canon, which sends them towards a big ship with the Bowser emblem on the flag. On top of the ship, players must avoid Rocky Wrenches and go down to the middle of the ship. There you must get shot out of one of the five small canons. They are applied with an air-gliding panel and must fly out to reach an even larger vessel. While reaching the battleship, you must avoid Bullet and Banzai Bills. When completely on the ship, you must go down to the second floor of the ship, which contains slumbering members of the Koopa Clan in their hammocks. When you reach the third floor, a lone canon awaits and sends you into the bottomless sea below. The course then takes place underwater and goes around a giant crevice. Bowser submarines go about shooting Torpedo Teds at fellow racers. After going across the crevice, you navigate through a shipwreck infested with Unagi eels and Sushis. After bursting into a sunken ship with a canon, you fly back towards the wharf, where you reach the finish line.

Special Cup

Snowman Summit/Blizzard Mountain: This course takes place on a snowy mountain and is the last course to feature the three segment feature. As the american and english names apply, the main obstacles are snowmen (Mr. Blizzards and Dr. Freezegoods) and its snowing so hard its hard to see a couple feet away from you. It starts in a snowed-in town. After taking a tight, slippery left turn, players go to DK Canon that shots them to the top of the mountain. Upon reaching the top, players must go downhill while avoiding Dr. Freezegoods. Dr. Freezegoods are sking snowmen that ski down the slopes until the second segment. When someone collides with one, the Dr. Freezegoods istantly falls apart and snow splatters all oer the screen, obscuring your view. Besides Dr. Freezegoods, other noticeable things are multiple zigzagging, crevice-filled paths that lead to different views and trick possibilities. After going through a tunnel made of ice, the second segment begins. It leads to an evergreen forest filled with trees. The constant snowing has been toned down a bit, and ramps have been placed to perform shorcuts here and there. Mr. Blizzards appear here instead of generic snowmen. Similar to what they did in the past, they throw snowballs at racers. Snowballs that hit you splatter over the screen and obscure visability. If you hit a Mr. Blizzard, you will spin out, but the Mr. Blizzard will not fall apart. If one were to hit one using a Star, Mega Mushroom, Bullet Bill ect, it will simply get dizzy and not throw for a couple of seconds. After passing through a valley and hit a air-gliding ramp upon exiting, the third segment. This segment takes place in an area exact to SM64 Snowman's Land and Cool Cool Mountain. You land on a giant Snowman's head and start spiraling down. A lone Snow Spike appears on a ledge and throws snowballs that goes down the course. After winding down the icy path, you go across a long bridge that goes back to the snowed-in town. This leads towards the finish line.

(Bug Bug Jungle): This course takes place in a jungle inhabited by bugs from various Mario games. It starts by taking a soft U-turn and hit a jump leading to bouncy flowers. You must avoid Stigbies and Flutters while bouncing from flower to flower. After that you hit a blue flower, which activates the glider. You then go to a brush overgrown with huge vegetation. Mandibugs appear here, charging and flipping racers that are close to them. Soon you reach a giant, spiraling beanstalk that leads to a giant pond. While driving through the water, you must avoid Skull Bombs dropped by floating Skeeters. After exiting the pond, you reach the finish line.

Mushroom Railway: This course takes place in busy railway system off of downtown Mushroom City. The music is a jazzy remix of the "Koopaling Theme" and the "Moonview Highway" theme. It starts on a metal bridge and makes you take a right turn towards a long straight. At the straight, you have the first confrontation with the main hazards; trains. There are different types of trains. First are the generic ones as seen in Kalimari Desert, which have no gimmicks whatsoever. Then there are the Mushroom trains, slightly similar to the Shy Guy Express. These occasionally drop Mushrooms from their mushroom-filled coal cars. Next are the Bowser trains. These nuisances drop shells from their coal car. Lastly are the DK trains. They drop bananas. After the long straight comes a series of bends that almost seem like an 8. After you take a tight left turn, you go into a tunnel that leads to a bridge similar to the one you first went on, only longer. After taking another left turn, you reach the finish line.

Bowser Circuit: Instead of the generic Bowser Castle, this time Bowser has a circuit similar to his adversaries, only it's placed in a fiery wasteland which includes Bowser's Castle. This course has a remix of the "Koopa Road" theme as heard in SM64 and the SMGs. First, you take a long straight with multiple jumps while avoiding lava plumes. After that, you must take left and right turns somewhat like an neverending S. At this point, some notable features are Draglets that flutter about trying to singe you and a couple of trick ramps scattered around for shortcuts. This leads to a drawbridge similar to Delfino Square's. If the bridge is flat or relatively low, chances are most you're likely going to take the beaten path into the castle. This leads to a double stairwell containing Thwomps and an air-gliding pad allowing to go through an open window. Here you negotiate above an ocean of lava and must avoid Podoboos and Magmarghs to get across safely. However, if the drawbridge is quite high when you reach it, chances are that you may land on the rooftop. This place in guarded by Whomps and will try to smoosh you any chance they get. This leads to a long series of soft turns and a air-gliding pad. The flight above the lava is considerably shorter and less hazardous. Here though, you must avoid Flame Chomps in order to stick around.When you reach the ground from either way, you go around gnarled trees and must perilously go across a rotating stone structure similar to the one from MKDS, only larger. After going across, you reach the finish line.

Rainbow Road: This course is the hardest course of the bunch and has a remix of the "Red Star Mario" theme. This first takes place upon the Outer Station that I mentioned earlier. This course first goes intensely uphill with no barriers or fences. Then the course shapes out as an N with a lone airship shooting a King Bill across the entire zigzaging course. Ramps are placed here to promote shortcuts. After taking a sharp left turn, you a long straight with squares cut out of the road and Gold Goombas waddling across the course. Soon the road curves upwards and places a air-gliding ramp at the top. Here, you must glide back to the station while avoiding spaceships. A few placements of dash panels on the space station have been placed for an epic end of a lap.

Coin Cup
DS Figure-8 Circuit: This track remains exactly the same as the original, with the exception of improved graphics. I chose this course for its simplicity and the fact its not a circuit named after anyone in the Mario crew.

GBA Cheese Land: This stage features much improved graphics and remains faithful to the original. The only changes is that there are bumps on the ground to perform tricks. Another change is that the barriers are now made of cheese, not multicolored blocks. I chose this being one of my favorite GBA courses and having a unique theme.

(Wii Daisy Circuit): This course is exactly the same as its original, and features slightly improved graphics. Only one change has been made, which is when you take the stairway shortcut, it features a air-gliding pad. I chose this for being a fairly simplistic circuit and this being the first circuit that Daisy had.

3DS Music Park: Since this course is pretty up-to-date, no considerable changes have been made. The only changes are that the places with the pianos have halfpipe ramps, and the Super Piranha Plants are modified to Prickly Piranha Plants. I chose this for simply being a popular course and being a fairly unique course.

SNES Bowser Castle 2: This course features much improved graphics. Changes that are made are that instead of at the end bouncing towards the finish line, there's a air-gliding ramp so you can fly above the lava while avoiding Podoboos. I chose this simply becuase we didn't have a SNES Bowser Castle yet, and out of all the 3 , I liked this one the best.

Shell CupN64 Royal Raceway: This course has improved graphics but is not shortened. A few changes have been made. The first is the big jump, which has been turned into a air-gliding pad. The stubby Piranha Plants are now Super Piranha Plants. Lastly, a few of the edges have been fenced off to avoid perilous falls. I chose this stage because at this point, we have Toad's Turnpike, Wario Stadium, Yoshi Valley, Rainbow Road, and this. Yoshi Valley and Rainbow Road are a must, and when it got to the three, I chose this because a) I already had a traffic course and b) because I already had a Wario Stadium. Plus, its a good course too!

GCN Sherbet Land: This winter course has graphical improvements, but not much has changed. The skating Shy Guys have been removed and replaced with penguins. If you take a dip in the water, you still sink. I chose this because I had an internal battle between DK Summit/Dry Dry Desert or Dry Dry Ruins/Sherbet Land. I chose the latter courses simply because I liked them more and DK Summit would be bit similar to Snowman Summit/Blizzard Mountain.

Wii Toad's Factory: The course overall received very little change, with the exception of improved graphics. The boost from the harbor and the boost upon leaving the factory are air-gliding panels. The water at the end of the factory can be driven through, but is less preferable compared to the beaten path. I chose this being one of my favorites from MKWii.

(GBA Cheep Cheep Island): This course has some differences besides its improved graphics. The first are the big Cheep Cheeps, which are now Bass Boss. Like on Blooper Boardwalk, the Bass Boss tries to eat you but always fails, but can still knock your kart over. Also, the bounces on land you make jumps and tricks off of. You can drive in the water now, and some small islands have been removed just because because of that. Also, you can still see Goonies in the background. I chose this being my favorite of the Cheep Cheep Courses and my favorite course in GBA.

3DS Rock Rock Mountain: This course received practically no change. The edges are curved up more in some areas to promote half-pipe tricks. I chose this being one the most popular course in MK7.

Banana Cup
(3DS Neo Bowser City): This course is fairly unchanged, with the exception of some added elements. When a player hits a giant puddle, the water will splash onto the screen, causing it to blur. This is similar to getting inked by a Blooper, oil slick, or oil barrel. This was actually my hardest 3DS course to choose, being between 5th and 6th favorites Wario Shipyard and this. Even though I liked the former more, I thought I would be a tad greedy by taking a Star Cup course right behind a course I already chosen, especially since it prominently uses the underwater feature. Since I already did that with Music Park and Rock Rock Mountain, I thought Neo Bowser City was a safer choice.

SNES Doughnut Plains 3: This course has significant changes as well as improved graphics. Racers can now go into the water if they wish, and the water is inhabited by Cheep Cheeps. Monty Moles are now Mega Moles, and they only appear on land. Also, there's a ramp near the broken bridge, so people can perform a jump over the crack. I chose this because originally I chose Koopa Beach 1, but I saw that Doughnut Plains 3 was more popular, so I added this instead.

GBA Ribbon Road: This course has updated graphics and small changes. At some of the straights, there are now waves that racers can perform off of, similar to Wii Rainbow Road. Also, the major jumps contain gliding panels. I chose this for its uniqueness and being an enjoyable course.

DS Mario Circuit: This course has been graphically improved and practically no change. I chose this because I knew I had to choose a classic Mario Circuit course, and out of all the remaining ones, this one seemed like the best pick.

Wii Grumble Volcano: This course features improvements both technically and graphically. Now when you exit the cave, instead of going on stone platforms, you fly out using a air-gliding panel. Also, the two jumps with dash panels are now turned into air-gliding panels. I chose this being my favorite course from MKW.

Leaf Cup
(Wii Dry Dry Ruins): This course remains faithful to the original, but some changes have been made as well. First, you can swim in the water near the bridge, though its less preferable. Also, when you exit the ruins, there is a air-gliding ramp. I chose this as it uses good use of half-pipe tricks and is an enjoyable course overall.

3DS Piranha Plant Slide: This course practically receives no change, except now you can perform half-pipe tricks when you get to the underwater part. Also, the first Piranha Plant is now a Prickly Piranha Plant, although the rest remain the same. I chose this for it's uniqueness as well as it's high popularity.

DS Tick Tock Clock: This course has a few changes, technically and graphically. Now, there's a air-gliding ramp after the gears, and the big pendulum goes around a tad faster. A ramp is placed if someone doesn't want to go the pendulum way. Besides those though, the rest of the course remains the same. I chose this for it being one of the better DS courses we have left, seeing all the best ones were taken for the 3DS.

GCN Mushroom City: This course has a few changes and graphical improvements. All the cars, Wiggler Buses, Bob-Omb Cars and Mushroom Cars make a return here instead of generic cars and trucks. Rocky Wrenches make an appearance here, especially near the shortcuts. Besides those, nothing new has been implemented. I chose this in favor of a traffic course and being the better GCN courses we have now.

N64 Yoshi Valley: This course features improved graphics but few changes. First, players can now see what their position is in the race. Also,the porcupine creatures are now Porcupos, which act exactly the same. I chose this seeing as this was one of the better picks for the N64.

Lightning Cup
GBA Sunset Wilds: This course has featured some graphical improvements, but nothing has really changed besides that. First, the generic Shy Guys are replaced by Spear Guys, and to remove them from your kart, you must shake your controller silly. Also, bumps are present on the ground so you can perform tricks. I frankly chose this being an unique desert course and also providing a unique element by shaking off Spear Guys.

(DS Wario Stadium): This course is graphically and technically changed. First, half-pipe are able to be performed at the turns. Also, a air-gliding ramp has replaced the last dash panel with the many bumps. I chose this course simply because I wanted a retro stadium course, and Wario Stadium seemed like a decent choice compared to it's dreadfully boring N64 counterpart

3DS Rosilina's Ice World: A few notable changes are seen in this glacier course. You can now perform half-pipe tricks at some of the turns, and penguins are also placed in other areas besides the water segment. A small change is that its lightly snowing around the area. I chose this being my favorite 3DS course of the bunch and being one of the only courses being owned by Rosilina.

Wii Bowser's Castle: This course has received a few changes here in there. When you enter, exit, and go towards the half-pipe segment, the dash panels have been replaced with air-gliding panels. The lava geysers are slower to spurt and the lava balls that the Mechanical Bowser spits bounces more often. I chose this between this and the Day version, but after thinking tgat the former version could show more features than the latter, not to mention I was stuck for adding another different course from Wii, this course was born.

N64 Rainbow Road: This classic course has featured many changes. Now, there are only two laps in this course due to it's original length. The barriers stay on the first lap but disappear into stardust on the second lap, thus increasing the risk of falling. Lastly, the Chain Chomps are now golden. Being a true classic N64 course, and continuing the trend of a retro Rainbow Road, I chose this pulverizing course.

All the technicalities I agree with Dry_Bones. My new item, the Oil Barrel (an obvious homage to Donkey Kong), acts as a green shell. When hit, though, it tosses the racer in the air and gets covered with oil. This has the same effect as Blooper. If it hits an obstacle or wall, it simply explodes and creats an oil slick. Anyone who touches it gets covered with oil. The slick dries up with 20 seconds. As for the Boo Mushroom, it's simply a replacement for the generic Boo. Of course, this means that you can't steal items from someone else. I also made Special Items well.
1. Fire Flower (Mario, Luigi)
2. Heart Shield (Peach, Daisy)
3. Mega Mushroom (Toad, Toadette, Toadsworth)
4. Bowser Shell (Bowser, Bowser Jr., Boom Boom, Pom Pom)
5. Giant Banana (D.K, Diddy Kong)
6. Yoshi Egg (Yoshi, Birdo)
7. P.O.W Block (Koopa Troopa, Hammer Bro., Wiggler, Shy Guy)
8. Magnet (Wario, Waluigi, R.O.B, Prof. E Gadd)
9. Ice Flower (Rosilina, Lubba, Penguin)
10. Bullet Bill (Petey Pirahna, King Boo, Kamek, Dry Bones)
Again, all technicalities I agree with Dry_Bones. The Ice Flower is similar to Fire Flower, only it freezes people and you get a small speed boost. The Fire Flower also now gives a small speed boost.

Battle Mode

The same two battle modes seen in Mario Kart Wii and Mario Kart 7 are included in Mario Kart WiiU. This time around, however, they are much more customizable. Balloon Battle, for example, can be adjusted to have either a time limit, like it did in MKWii and MK7, or a balloon limit, like it had in the older Mario Karts. Coin Runners can also be adjusted to have players collecting multiple coins like in MKWii and MK7, or to have just one coin that players chase after until the time runs out, making it similar to the Shine Runners mode from Double Dash. Also returning from Double Dash is Bob-omb Blast, with players now able to pick up to how many points it takes to win a match. Items, number of players, and having either a free-for-all or teams can be adjusted for all three of these battle modes. There are ten battle courses to choose from in Mario Kart WiiU:

1. Peach’s Cake: This course takes place on top of a giant gourmet cake. Much like DS Tart Top, players can drive uphill on the cherry at the center of the cake, allowing them to perform a trick and grab an item box. While most of the battle will take place on the upper layer of the cake, there’s also a lower layer that players can drive around as well.

2. Blooper Bay: This course takes place on a pier alongside a large lake. The setup of this lake and pier is actually quite similar to Jolly Roger’s Lagoon from Banjo-Tooie, but with very limited access to the pier area, so most of the action takes place underwater. Clam shells, Cheep-Cheep, and coral all appear in this beautiful underwater course.

3. Bullet Billiards: Much like my old Waluigi Billiards idea, this course takes place on top of a giant pool table with a Bullet Bill theme to it. Obstacles including a giant 8-ball that gets hit by Bullet Bills, which makes the ball roll around the course. In the center of the course is a giant triangle, and the pockets are covered by giant pool sticks.

4. Dry Dry Outpost: This course has a very similar motif to that of 3DS Shy Guy Bazaar. The main difference being that this course takes place during the day, and obstacles consist of Little Mousers that run from shop to shop. The name is a reference to the desert town from Paper Mario, much like how GCN Dry Dry Desert and Wii Dry Dry Ruins both references areas of the same name from Paper Mario.

5. Freezeflame Peaks: This course is based on Super Mario Galaxy’s Freezeflame Galaxy. The left side of this course is on the base of a snowy mountain filled with snowball-flinging snowmen. On the right side of the course is the base of a fiery mountain that has fire snakes roaming around. On both the snowy mountain and fiery mountain are air-gliding ramps that players can use to fly toward the center of the course. The center of the course, which is essentially the area between the two mountain bases, consists of pools of lava surrounded by ice. This course is unlocked by playing at least one full match on the other four new battle courses.

7.GBA Battle Course 4: This course features improved graphics and some changes. the oasiss aredeeper and can be swam through. This also features a day and night feature, where in the day, Pokeys roam the desert. While at night, Fire Snakes jump around. I chose this being potentialy cool desert course.

8.N64 Double Deck: The only changes made to this course are graphical, as the course now looks a lot nicer in HD than it originally did. I picked this course because, well, the other three N64 courses were already brought back in previous games, and it’s still a classic course.

9.GCN Luigi’s Mansion: This popular Double Dash battle track makes a return to WiiU. No real changes were made to this course. I picked this being a relatively big and popular course.

10. DS Tart Top: Thiscourse features graphical changes and no redesign. i chose this being a popular course. Tis can be unlocked by playing 10 coin battles.

11..

12.3DS Sherbet Rink: This course works just as it did in Mario Kart 7, but with improved graphics. The generic snowmen are now Mr. Blizzards, which act as they did in Snowman Summit. It is unlocked by playing 30 Coin battles.

Gameplay & Other Features

The air gliding and underwater segments introduced in Mario Kart 7 reappear in Mario Kart WiiU. The driving aspect itself, however, is quite similar to Mario Kart Wii. Drifting returns to how it was in that game, as the slightly altered method of drifting introduced in Mario Kart 7 made snaking, while not as effective as it was in DS, possible to do in MK7. Also returning from Mario Kart Wii are tricks. Both the ramp tricks seen in Wii and MK7 as well as the half-pipe tricks exclusive to Wii return in WiiU.

Another new feature is, of course, the use of the WiiU controller. The screen on the tablet-like controller shows a birds-eye view of the map, similar to the bottom screen of Mario Kart DS and 7, that shows other racers and their items. This screen also works as a rear-view mirror for the player, who can quickly move the controller around to see what’s behind them from multiple angles.

Mario Kart WiiU would have more single player options than just Grand Prix and Time Trials. Vs. Mode would be available for single player mode once again, and Mission Mode would return from Mario Kart DS. Some other lost elements I would bring back are Mario Kart Wii’s stat tracking, which appears in Mario Kart WiiU's settings, and Mario Kart DS’s emblem customization. With the WiiU controller’s large touch screen, players could sketch whatever they’d like their emblem to be.

Another first for Mario Kart is the ability to pick the number of characters in a race. I’ve noticed some people prefer having eight racers as it leads to more balanced gameplay, while others prefer the slightly more chaotic twelve-player races seen in Mario Kart Wii. To appeal to both kinds of fans, there’d be 3 different amounts of racers seen during Grand Prix mode. 50cc would have 8 racers, 100cc would have 10, and 150cc would have 12. With Mirror Mode, the player is allowed to pick to have 8, 10, or 12 racers. In VS mode, players can pick exactly how many racers they want, from 2-12. Other VS. mode options include choosing which computer opponents you face, which items appear, as well as the usual VS mode settings like engine size and CPU difficulty.

Mission Mode
Mario Kart WiiU features ten levels of missions. Each level contains 10 missions including a boss battle. The Koopalings and bosses appear in this order:

Other unlockables include Yoshi's Island, Hammer bro. Dojo, Dino Dino Canyon, DS Tart Top, Wii Chain Chomp Wheel, and 3DS Sherbet Rink, which are unlocked by playing a certain number of battle courses, respectively. Dioramas of a certain course can be unlocked by beating a Time Trial ghost. All other karts, wheels, gliders, and alternate costumes for characters are bought in the Kart Store. Coins make a return in Mario Kart WiiU, and there is no longer a limit for how many coins you can get in a race.

Karts

Lastly, kart customization from Mario Kart 7 would make a return in Mario Kart WiiU. This time, much like the karts and bikes in Mario Kart Wii, the kart bodies are based on size class. Each size class has 8 kart bodies to choose from: four new karts and four karts from previous Mario Kart games. Two of these 8 kart bodies, no matter which size class the player chooses, are the Standard Kart and the Classic Kart. The Classic Kart is the kart used in Super Mario Kart, Mario Kart 64, and Super Circuit, also known as the Pipe Frame kart from Mario Kart 7. This is essentially the retro counterpart of the Standard Kart.

Aside from the Standard Kart and Classic Kart, each size class has six other kart bodies to choose from.

^^^ Was that really necessary? You didn't make any changes to your tracks, and you literally copied and pasted half of my post and just left it there. All you needed in that post was character costumes, their karts, and mission mode. Now this page is already ridiculously long, and it's only been five posts. Also, please stop double and triple posting. Let other uses contribute instead of turning this thread into a casual conversation between us. Thanks.

Ummmm. Yes I did! Well, at least some if my retro courses. And besides, there wasn't really anything to change. I pretty much got no suggestions to make something different with the exception of Cheese Land and Sherbet Land. I liked my courses as they were and left the rest alone. Is that a crime?

Dry Bones said:

and you literally copied and pasted half of my post and just left it there.

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I was using the worst library computer ever when I was doing this post. Since I was inspired by the way you made your post, I copied and pasted it so I'd have the similar format. The trouble was, at this place they only let you get on for an hour, and after that the computer automatically shuts down. You then have to go to the librarian at the front desk to get on again. Stupid. So when I was modifying half of the post, the d@mn thing shut down. Luckly the computer pre-warned me and I was able to post this without losing all my valuable work. Of course, the time to edit the post had started, and I persuade the librarian to restart the computer. By then though, half of the time flew by, and the rest still had your work on it. So I tried to make my own over yours as fast as I can, but by then I had to leave. So if your mad that most of this post is yours, blame the Loudoun County Public Library.

Dry_Bones said:

All you needed in that post was character costumes, their karts, and mission mode.

Click to expand...

Yeah, but that would've seemed tacky compared to your gargantuan post above me. Why I don't just start over again?

Dry_Bones said:

Now this page is already ridiculously long, and it's only been five posts.

Click to expand...

Two words. Who cares?

Dry_Bones said:

Also, please stop double and triple posting.

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That I can't help. I said this before and I'll say it again; most of my posts come from my IPod. I can't squeeze in multiple quotes from different people in one post. It doesn't have that kind of technology like a computer. I'm not making singular posts for selfish reasons. Honest to God.

Dry_Bones said:

Let other uses contribute instead of turning this thread into a casual conversation between us.

Click to expand...

That sounds good. Except, where the hell are they?

Dry_Bones said:

Thanks.

Click to expand...

You're welcome. Now if you excuse me, I'll show you what the rest of my post should've looked like.

Battle Courses

Shy Guy Station/Kalimari Junction: This place takes place at a circular, western depot presumably owned by Shy Guys. There are train tracks everywhere and four doors where the train can enter. Every thirty seconds, the Kalimari Desert Train comes through with boxcars filled with cargo. In the boxcars drop bananas, mushrooms, coins, and occasionally stars. The train then exits from the same door it came through.

Ghastly Grotto/Deep Dark Depths: This takes place in a three level cavern filled with water. Its practically in Deep Dark Galaxy from SMG and Level 8-5 in NSMBW. On the first level, its edges are banks of sand which Sidesteppers inhabit. Lanterns hang above and provide enough light to see in this overwise dark course. One rocky path leads to the second floor, where Sushis, Unagi eels, and Porcupuffers appear. Its much darker here, as being in the second floor limits visibility. An underwater tunnel leads to the third level. It's so dark you can hardly see without the help of Bulbers and Jellybeams. Fishbones appear here too, as they're they're the only creatures that harm you in this abyss. Bulbers and Jellybeams stay out of your way and just provide light for you to see.

Yoshi's Island: Based on the series that started it all, this takes place on Yoshi's Island. The main music features the "Obstacle Course" theme. Everyone starts on the main island. It features huts, egg nests, and tropical vegetation. The Super Happy Tree from Yoshi's Story appears here too, providing items for everyone. There are three smaller islands that circle around the main island. Anyone can go to these islands by simply trekking across the water. The first one contains a jungle theme, with lots of brush and Grinders looking down at the racers below. Occasionally, one might throw a Item Box that always contains a Super Leaf. The second island contains a snowy theme. The island is an iceberg with Dr. Freezegoods and Bumptys as spectators. Occasionally, one might throw a Item Box that always contains a Freezie. The third has a haunted theme. There are many gnarled trees and a grim looking cottage is smack in the middle of the course. Boos and Little Mousers appear as spectators here. Occasionally, one might throw an Item Box that always contains a Boo Mushroom. The fourth island has a meadow theme. Here, a gigantic, smiling flower appears in the middle of the garden with Amaze-Daisys and Flower Guys as spectators. Occasionally, one might throw an Item Box always containing a Fire or Ice Flower. The last island has a sky theme. A spiraling mountain appears and brings players to the clouds. Here, they can drive around on the clouds and get onto an air-gliding ramp. There, players can fly towards the bottom while avoiding Goonies and Item Box wielding Fly Guys.

Hammer Bro. Dojo: This course takes place in a around five connected rings where different Bros. fight each other. One ring contains the generic Hammer Guys that simply throw hammers. Another ring contains Boomerang Bros. which throw boomerangs. The third one contains Sledge Bros., which act like Hammer Bros., but they shake the ground every time they jump. You can perform tricks off these shakes. The forth contain Fire Bros., which toss fireballs. The last one contains Ice Bros., which throw iceballs that can freeze you. This course can be unlocked by playing 20 Coin Battles.

Bowser Jr. Jetty: This takes place in a harbor similar to Buoy Base Galaxy. Gearmos and Penguins appear as spectators. A giant statue of Bowser Jr. appears here. Having similar design to Wii Delfino Pier, players start on the top of a harbor avoiding Banzai Bills, but can go down into a underwater corridor where Bowser Submarines lurk and shoot Torpedo Teds. There are two open gaps where the submarines can enter and exit, so different ones can come in and out.

Dino Dino Canyon: This place takes place where Dinosaurs roam the great frontier. A long bridge connects one side of the gorge to the other over raging rapids. Falling into the rapids is a death wish, and as you go across you must avoid Pterodactyls. On the left side of the canyon is a jungle full of conifers and sauropods. The sauropod dinosaurs roam around and eat the leaves of the trees. The tree trunks are hallow and can be driven into. Having similar design to the trees in SM3DL, the inside of the tree spirals up until you exit using a air-gliding panel. On the right side of the canyon are some soda lakes with geysers and Dorries. The geysers are scattered all over the place, and the springs are deep enough to be swam through. This course can be unlocked by 30 Balloon Battles.

Wii Chain Chomp Wheel: This course has improved graphics and one change. All the dash panels have been turned into air-gliding panels. I chose this being it was popular. This course can be unlocked by playing 20 Balloon Battles

Here's myFlower Cup
Sunset Treetops: This course takes place in the treetops of a jungle. The sun is setting and the trees are giant. You start off by going straight then some turns and big, thick trees break up the course into two sections. After a couple areas of big trees you go off a glider jump and avoide some trees and land back on the course for a couple more turns then the finish line. Some hazards include ukiki's and some rolling logs.

Mario Circuit: This course takes place around and on Peach's Castle. You start off on some dirt roads with a couple corners and some spectators sitting on a fence watching the race. After the couple corners you go into Peachs moat for some underwater driving. After you do a semi-circle turn then glide off on to the castle's roof. You glide again to the top of the roof then glide one more time over the moat and to the finish line. Some hazards include some huge Goomba's

Mushroom Lake: You start off on the river banks of the river and watch some waterfall's until you go underwater and into an underground tunnel filled with water. When you exit the water tunnel after a couple turns you jump on 2 trampoline mushrooms then drive over a gliding boost then try to land on some trampoline mushroom for some more bouncing. After theirs a couple turns and up a hill then into more water and off of a waterfall and a turn left to the finish line. Some hazards include the cheep cheeps and bloopers in the lake and some whirlpools in the water.

Waluigi Statue: You start off on a small road when it splits into a big round-about around the giant Waluigi Statue. You go on a windy road until you glide off into the statue and go through it so be careful not to hit the statue. You land on the other side and go on another windy road until you glide off again towards the statue and this time you land on it and go on a spiral up it until you reach Waluigi's head and glide off one more time until you land behind the finish line. Some hazards include cars moving on the road and falling off of the statue.

Mushroom Cup:
A lot of this cup constists of homages to MKWII's courses.

Luigi Circuit:
A simple track that is very wide. It starts off on a straightaway with a slight turn to the left, followed by a sharp turn to the left with a couple of boost panels on the outer bank of the turn. You can cut off the turn by going through the grass on the inside. There is then another straightway which goes parallel to the first, and there is another sharp turn with no grass on the inside but with a half pipe on the outside. The track then heads straight to the finish line.

Moo Moo Fields:
It starts off with a bend to the left and then to the right like near the beginning of Moo Moo Meadows. The cows in MMM have been replaced by Goombas this time around. There is then a u-turn to the left followed by a straightaway with cows on it. There is then a turn left and then a 270 degree turn right with a gliding ramp over the track to the finish line like in SNES Mario Circuit 2 in MK7.

Koopa Troopa River:
You start on a boardwalk above water, and you jump off into the water and drive straight in the water for a bit, with Bloopers that act like the item if you run into them. You then exit the water and take your first turn, a u-turn to the left with no half-pipe on the outside. There is then a jump into a fast-flowing river like in Koopa Cape. The river curves very slowly left and the river splits in two around the large rock. On the left the path is like the normal river; and on the right there is a patch of sunlight which gives off a rainbow in the water acting as a boost panel. You can also glide over the rock if you want to as there is a gliding ramp before the rock. The river then goes away to the right but is blocked by metal grating, putting you back onto another boardwalk. There is then a downwards 270 degree turn to the left which goes underneath the first boardwalk. You can then choose to go to the left or right of the path and boost up onto the starting boardwalk and then boost back down, or you can just drive across the finish line by going straight underwater.

Toad's Hotel:
You start off in the lobby with three elevators in front of you. You can take any of them, the ones further left are slightly faster. The elevators act as vertical cannons to the third floor of the hotel. Immediately after the elevators, there is a 90 degree turn to the right, and a short straightaway where people are walking. The people, if you crash into them, you spin out. There are always many, so be careful. Then there is another turn to the right at 90 degrees , and then you go down some short stairs to get to the 2nd floor. There you can turn right again and take a vertical cannon downwards to the giant pool, where you go around the edge of it, turning left while avoiding falling into the pool. After editing the big pool hall, you turn left, go back up to the lobby, and turn left again to get to the finish line.
However, instead of turning right on the second floor to go to the pool, you can continue straight to the garage by going down some more stairs. There, in the garage, you have to dodge exiting cars. You then take a curving right ramp up to the street, and turn right again and enter the lobby in front of the finish line. Both routes are about the same length.

Here's myFlower Cup
Sunset Treetops: This course takes place in the treetops of a jungle. The sun is setting and the trees are giant. You start off by going straight then some turns and big, thick trees break up the course into two sections. After a couple areas of big trees you go off a glider jump and avoide some trees and land back on the course for a couple more turns then the finish line. Some hazards include ukiki's and some rolling logs.

Mario Circuit: This course takes place around and on Peach's Castle. You start off on some dirt roads with a couple corners and some spectators sitting on a fence watching the race. After the couple corners you go into Peachs moat for some underwater driving. After you do a semi-circle turn then glide off on to the castle's roof. You glide again to the top of the roof then glide one more time over the moat and to the finish line. Some hazards include some huge Goomba's

Mushroom Lake: You start off on the river banks of the river and watch some waterfall's until you go underwater and into an underground tunnel filled with water. When you exit the water tunnel after a couple turns you jump on 2 trampoline mushrooms then drive over a gliding boost then try to land on some trampoline mushroom for some more bouncing. After theirs a couple turns and up a hill then into more water and off of a waterfall and a turn left to the finish line. Some hazards include the cheep cheeps and bloopers in the lake and some whirlpools in the water.

Waluigi Statue: You start off on a small road when it splits into a big round-about around the giant Waluigi Statue. You go on a windy road until you glide off into the statue and go through it so be careful not to hit the statue. You land on the other side and go on another windy road until you glide off again towards the statue and this time you land on it and go on a spiral up it until you reach Waluigi's head and glide off one more time until you land behind the finish line. Some hazards include cars moving on the road and falling off of the statue.

Click to expand...

Hmmmmmm. You seem to have the same mistakes as before; giving a overly broad description of you courses. But this time I'll comment on your courses potential, not on total quality.

Sunset Treetops: Interesting. I like the idea of a courses that takes place in a canopy. Having Ukikis return is also a nice addition. The only thing I reccomend is a different name for that course. Maybe Tall Tall Treetops or something. Just general advice. Grade=B+

Mario Circuit: Nah. We don't need another Mario Circuit revolving around Peach's Castle. So far the Mario Circuits took place in a generic course (Super Mario Kart, Mario Kart: Super Circuit, and Mario Kart 64), a stadium/countryside track (Mario Kart DS), a town course(Mario Kart Wii), around a countryside (Mario Kart: Double Dash!!), and around a countryside/Peach's castle (Mario Kart 7). At this time, I think its time to place the new Mario Cicuit in a new location. A park (like I did), a highway, a stadium, a concrete jungle, whatever. Also, this seems derivative from 3DS Mario Circuit. Grade=C

Mushroom Lake: Alright, this seems like a unique idea, but its kinda... well... unmemorable. It's kinda like most of Double Dash courses that never intrigue you. We've seen many N64 classics like Kalimari Desert, Royal Raceway, Frappe Snowland, and Yoshi Valley. This doesn't even rank as near as those. You do get a few points for originality. Grade=B-

Waluigi Statue: Waluigi needs more puverizing themes to his courses. Waluigi Pinball and Waluigi Stadium were hits. This seems underwhelming out of character. Also, Waluigi having a statue? Grade=D

Here's myFlower Cup
Sunset Treetops: This course takes place in the treetops of a jungle. The sun is setting and the trees are giant. You start off by going straight then some turns and big, thick trees break up the course into two sections. After a couple areas of big trees you go off a glider jump and avoide some trees and land back on the course for a couple more turns then the finish line. Some hazards include ukiki's and some rolling logs.

Mario Circuit: This course takes place around and on Peach's Castle. You start off on some dirt roads with a couple corners and some spectators sitting on a fence watching the race. After the couple corners you go into Peachs moat for some underwater driving. After you do a semi-circle turn then glide off on to the castle's roof. You glide again to the top of the roof then glide one more time over the moat and to the finish line. Some hazards include some huge Goomba's

Mushroom Lake: You start off on the river banks of the river and watch some waterfall's until you go underwater and into an underground tunnel filled with water. When you exit the water tunnel after a couple turns you jump on 2 trampoline mushrooms then drive over a gliding boost then try to land on some trampoline mushroom for some more bouncing. After theirs a couple turns and up a hill then into more water and off of a waterfall and a turn left to the finish line. Some hazards include the cheep cheeps and bloopers in the lake and some whirlpools in the water.

Waluigi Statue: You start off on a small road when it splits into a big round-about around the giant Waluigi Statue. You go on a windy road until you glide off into the statue and go through it so be careful not to hit the statue. You land on the other side and go on another windy road until you glide off again towards the statue and this time you land on it and go on a spiral up it until you reach Waluigi's head and glide off one more time until you land behind the finish line. Some hazards include cars moving on the road and falling off of the statue.

Click to expand...

Hmmmmmm. You seem to have the same mistakes as before; giving a overly broad description of you courses. But this time I'll comment on your courses potential, not on total quality.

Sunset Treetops: Interesting. I like the idea of a courses that takes place in a canopy. Having Ukikis return is also a nice addition. The only thing I reccomend is a different name for that course. Maybe Tall Tall Treetops or something. Just general advice. Grade=B+

Mario Circuit: Nah. We don't need another Mario Circuit revolving around Peach's Castle. So far the Mario Circuits took place in a generic course (Super Mario Kart, Mario Kart: Super Circuit, and Mario Kart 64), a stadium/countryside track (Mario Kart DS), a town course(Mario Kart Wii), around a countryside (Mario Kart: Double Dash!!), and around a countryside/Peach's castle (Mario Kart 7). At this time, I think its time to place the new Mario Cicuit in a new location. A park (like I did), a highway, a stadium, a concrete jungle, whatever. Also, this seems derivative from 3DS Mario Circuit. Grade=C

Mushroom Lake: Alright, this seems like a unique idea, but its kinda... well... unmemorable. It's kinda like most of Double Dash courses that never intrigue you. We've seen many N64 classics like Kalimari Desert, Royal Raceway, Frappe Snowland, and Yoshi Valley. This doesn't even rank as near as those. You do get a few points for originality. Grade=B-

Waluigi Statue: Waluigi needs more puverizing themes to his courses. Waluigi Pinball and Waluigi Stadium were hits. This seems underwhelming out of character. Also, Waluigi having a statue? Grade=D

Okay then I'll try and switch up the Flower Cup a little and I want to change a track in the Mushroom Cup but here's myStar Cup
Baby-Coaster
This course take place on a roller coaster for the babies. You start off at the entrance to the rollercoaster and after a straight you go off a glide jump into the numerous warp pipes and come out at Baby Mario's area. It's full of floating toy blocks and lots of baby stuff. This part off the course it based underwater and after a right turn you go into the water for a very windy road where your twisting and turning all the time. After the underwater part you drive into a plastic Peach's Castle for Baby Peach's area. You start off in the entrance room then the road splits where you can either go straight or up a staircase. If you go straight you drive into a fountain for a small underwater part then out of the fountain and if you go up the stairs the walkway breaks away and you go through a hole into the roof and then fall back to the ground where the road come back together. After a right turn you leave the castle and are in Baby Luigi's area. This part of the track is about gliding and you take a left turn then go for a glide and then you after a lot of gliding and a little driving you glide into the numerous warp pipes and come out at the finish line. Some hazards include running into toy blocks.

Jr Street
This course takes place in Bowser Jr's personal city. You start off on the rooftops and glide from rooftop to rooftop (and pass the basketball court of the same name on Mario Hoops 3-On-3) then after a couple gliding you glide onto a broken freeway and take a corner then are on the streets. After an area like the city on Moonview Highway with the long straights with dash pads you come to a windy road and then on the other side of the broken freeway you glide back up to the rooftops and are at the finish line. Some hazards include running into the numerous type of cars.

Desert Dunes
This course takes place in a very hilly desert. You take a couple corners then go up a hill with the road winding left to right you glide off the hill and over an abyss onto another hill which you go straight down then you take another couple corners and this time it's quite challenging because of all the hills. Then you come to an oasis which you go around and then into for some underwater driving and then you glide out and are at the finish line. Some hazards include Pokey's and Fire Ball's like in Desert Hills DS

Sweet Tooth Canyon
This course is placed in a la d full of sweets like Cookie Land except it's all lollies. You start off on a candy cane then after following it you glide off over a giant cookie while avoiding the floating sweets. If you fall you can glide off of the cookie. After gliding you end up gliding again like you where just shot out of cannon then on top of a sweet mountain. You land in a jelly lake which works like an underwater segment. After doing a couple turns down the mountain you come out of the lake then go left and right down the mountain like DK Mountain then you come to the bottom of the mountain and glide up on top of the candy cane and are st the finish. Some hazards include a giant fat Goomba eating food.

Mushroom Cup:
A lot of this cup constists of homages to MKWII's courses.

Luigi Circuit:
A simple track that is very wide. It starts off on a straightaway with a slight turn to the left, followed by a sharp turn to the left with a couple of boost panels on the outer bank of the turn. You can cut off the turn by going through the grass on the inside. There is then another straightway which goes parallel to the first, and there is another sharp turn with no grass on the inside but with a half pipe on the outside. The track then heads straight to the finish line.

Moo Moo Fields:
It starts off with a bend to the left and then to the right like near the beginning of Moo Moo Meadows. The cows in MMM have been replaced by Goombas this time around. There is then a u-turn to the left followed by a straightaway with cows on it. There is then a turn left and then a 270 degree turn right with a gliding ramp over the track to the finish line like in SNES Mario Circuit 2 in MK7.

Koopa Troopa River:
You start on a boardwalk above water, and you jump off into the water and drive straight in the water for a bit, with Bloopers that act like the item if you run into them. You then exit the water and take your first turn, a u-turn to the left with no half-pipe on the outside. There is then a jump into a fast-flowing river like in Koopa Cape. The river curves very slowly left and the river splits in two around the large rock. On the left the path is like the normal river; and on the right there is a patch of sunlight which gives off a rainbow in the water acting as a boost panel. You can also glide over the rock if you want to as there is a gliding ramp before the rock. The river then goes away to the right but is blocked by metal grating, putting you back onto another boardwalk. There is then a downwards 270 degree turn to the left which goes underneath the first boardwalk. You can then choose to go to the left or right of the path and boost up onto the starting boardwalk and then boost back down, or you can just drive across the finish line by going straight underwater.

Toad's Hotel:
You start off in the lobby with three elevators in front of you. You can take any of them, the ones further left are slightly faster. The elevators act as vertical cannons to the third floor of the hotel. Immediately after the elevators, there is a 90 degree turn to the right, and a short straightaway where people are walking. The people, if you crash into them, you spin out. There are always many, so be careful. Then there is another turn to the right at 90 degrees , and then you go down some short stairs to get to the 2nd floor. There you can turn right again and take a vertical cannon downwards to the giant pool, where you go around the edge of it, turning left while avoiding falling into the pool. After editing the big pool hall, you turn left, go back up to the lobby, and turn left again to get to the finish line.
However, instead of turning right on the second floor to go to the pool, you can continue straight to the garage by going down some more stairs. There, in the garage, you have to dodge exiting cars. You then take a curving right ramp up to the street, and turn right again and enter the lobby in front of the finish line. Both routes are about the same length.

Soon, I will publish my flower cup!

Click to expand...

Hi robertds413! Welcome to the Mario Kart thread! I actually would have commented on your ideas, but prior to yours, I was making another post. Here are my comments.

Luigi Circuit: Not bad. Not bad at all. I love the design of the course, but please, not another first course on the Mushroom Cup being owned by Luigi. We already had a Luigi Circuit for MKWii, MKDD, and technically N64. All consoles. Let's try to break that trend and have it owned by someone who didn't really own any circuits, like Peach or Yoshi. Overall, very good start. Grade=B+

Moo Moo Fields: Personally, I truly hate Moo Moo courses. N64 Moo Moo Farms and Wii Moo Moo Meadows were some of my least favorites on their home console. The only thing I merely liked about both is that both courses didn't have you constantly fall to your doom. But biased opinion aside, you'll course is very detailed and interesting. Nice work sir. Grade=B

Koopa Troopa River: Oooooohh! I like this one! I absolutely think this could have potential of being a classic course. Only one itty bitty change. How about shortening the title to Koopa Rapids? Has more of a ring, you know. Otherwise, fantastic! Grade=A

Toad's Hotel: I really like this too. The design is great and everything. Two things to change in the future. First, have people be able to swim in the pool. Unless you're planning of taking that element out (in that case, shame on you), I really don't see any reason to drive around it. Also, how about Toadette's Hotel instead of Toad's Hotel. First, this will be the first course owned by Toadette, and its a slight homage to Dance Dance: Mario Mix, in which there's a hotel that's owned by Toadette. For the most part, very well done! I must also say you have greatly detailed all of your courses, and not one should should have any more. Grade=A-

Thanks for the advice. Okay, now Luigi Circuit has been change to Peach Circuit. Koopa Troopa River is now Koopa Rapids. I really lik that name too, like Blooper Bay (although that is better)! And the reason I had it that you should stay outside the pool is because there were speed boosts on the track there. But okay, since I do like underwater sections, I will include a seperate path for you to go inside the pool, cutting off the turn like Maka Wuhu put with no speed boosts. And yeah, I do prefer Toadette's Hotel. Thanks again for the advice. Flower cup soon!

Flower Cup: Unfortunately, I lost the drawings I made for the tracks, so I'll have to make do with my memory. Also, this was definitely my weakest cup, so I am changing many tracks drastically. Also, for the Mario Circuits, I like Peach's Castle, especially in MK7, so it is included in this version.

Mario Circuit: You start off on a tarmac road with grass to your left and right. You go straight for a tiny bit and then the track turns right and slopes down, crossing under the finish line and going into an s-bend to the right which is lined on both sides with a hedges. There is then a spilt in the track. You can stay straight and go across the stone bridge to the castle, or go right into the moat. If you go straight, the track slopes upwards on a 360 degree angle inside the castle, an homage to MK7. You then leave the castle onto the balcony and turn right on the balcony at 90 degrees into a gliding section. The gliding section spends part of its time over the castle most and some over the next part of the track.
However, if you decide to go to the right, you will go off a boost jump into the castle moat. The drivable castle moat goes around 1/3 of the castle, on the right side, with a small piranha plant on both sides in the middle of the moat path. All this happens as the most is curving slightly left. You then boost out of the moat, under the gliding section, onto a large circular area which acts as the landing area for the gliders, like the landing area for the cannon in N64 DK's Jungle Parkway. The track then turns left about 70 degrees and you have a straight section with Goombas walking across. There is then a curving pipe exactly like MK7's and a short straight stretch back to the finish line.

Bianco Hills: This is a two-lap track with a small twist. Instead of starting where the lap changes, you start at the top of the hill, where you would enter if you were playing Super Mario Sunshine. You then drive down the hill with the water that speeds you up like Koopa Rapids, and then you turn right and drive underwater. The track curves slowly to the left, and at about 35 degrees left you take a boost ramp out of the water onto a boardwalk which turns left onto the main grassy area. Here, the track zigzags right and left with small turns, but the track is covered in DS Luigi's Mansion-style mud so it is easy to slide into the offroad grass. The track then continues up the hillside and on a short metal net over water which acts like a short version of the Wii version of Maple Treeway's net. You land back on the track and then turn right, then turning 360 degrees left around the big windmill. When you reach the top, after the turn, you go off a gliding ramp and glide over the wall to the area with many natural platforms by the area where you wake Petey Piranha up the second time you fight him. The pink enemies from Sunshine are there, but they are stationary, but if you hit them you spin out like hitting a banana.
Back to the track, when you turn left to go off the natural platforms, you can trick off each platform like in DK Jungle and then you land in the town by the small windmills. The track then goes along the outside of the town for a short time, curving left slightly. You then cross the line into the second section/lap and then fall in the water to do the second (and final) lap/section.

Mushroom Heights: You start off on a straight road with an environment similar to Mushroom Gorge's. After a very short while; you turn right 70 degrees and enter a small cave with two bouncy mushrooms. You then land and go on another piece of track, but this time it curves right 90 degrees and then left 180 and then right 90 again. You can skip those short but sharp turns by bouncing off a mushroom on the inside of the turn before the first turn starts. However, instead of bouncing back onto the track. You go into a small cave with a boost panel. The cave track turns slightly right and goes up and rejoins the track. If you go on the normal route, the track stays straight for a short bit and then turns right again, where the cave shortcut rejoins the track. You then trick off a ramp onto a giant red mushroom. This mushroom is modelled of another giant mushroom from a MKWii custom track, Mushroom Valley. In both tracks, the giant red mushroom acts as a giant trickable platform that you can trick off many times before landing back on the track. When you do land back on track, the track curves slightly left and you realise that this whole time the track has been sloping up slightly, so you drop off the edge into a gliding section. This gliding section is similar to Rock Rock Mountain's, as it has walls on either side. You land back on track and turn right 180 degrees across DS Luigi's Mansion-style mud which doesn't slow you down. The finish line is far in front of you, and there are three mushrooms instead of the normal path. The first one (a red trickable one) brings you up to the second one (a green drivable one) that brings you to the final red trickable one to the finish line.

Bowser Jr's Airships/Bowser Jr's Sky Fleet: This track has three sections instead of three laps.The track starts off in the first airship, with a staircase ahead of you. You go up the staircase into a cannon, which shoots you through the sky into the mouth of the Bowser Jr statue on Bowser Jr's main airship. When you land, there are three routes. Two are blocked completely with various Mario enemies, all waiting behind a barrier. So you have to go to the left at 150 degrees. You then enter a hallway with a solitary Goomba walking from side to side. You then turn sharply right, and go in a long, straight corridor with many boost jumps over mud sections. You then turn right again on the airship balcony, after which you enter the second section. The next part of the track, on the side of the airship, involves five cannons which shoot out at very frequent intervals. You drive on the top of the barrels of the cannons, and when they shoot you can perform a trick as the cannon moves up very slightly into the air. You then turn right inside the airship, entering in from the right path that you saw at the beginning. You now have to take the middle path. So you turn right into the middle path and have to immediately turn left to follow the path. You then drop down off a trickable ramp to the lower level of the airship. Here, the track becomes reminiscent of DS Airship Fortress, having you avoid lava pillars coming out of a metal grating below and Koopas walking around. You then enter another cannon which boosts you to another airship.
This whole airship is exactly the same as the airship in Airship Fortress in looks, but the track is different. As soon as you land, you enter the third section (where the finish line was in Airship Fortress). You'll drop down off one platform to another (there is no boost but is trickable). This platform has Banzai Bills shooting out of Warp Pipes on the side of the airship where the cannons used to be. However, instead of driving off that platform while avoiding the Banzai Bills, you can reverse into the Warp Pipes underneath the initial landing platform and be warped out where the Banzai Bills fly out from. If you don't take the shortcut, you fall off the hazardous platform onto a platform underneath the Banzai Bills. You then go straight for a short time and enter the lower level of the airship. This is where you would be dropped out of the warp pipe shortcut.
You continue straight into the same room with the crates as in the original, going around a group of them to the left. You then go past the now-inactive fire pillars and go left into the cannon. After you land, you now go up to the top of the tower in one 360 degree upward left turn, and you reach the finish line. Be careful, though as you can fall off the outside of the large turn

3DS Daisy Hills: This course, being my personal favorite from MK7's Mushroom Cup, receives practically no changes. The large turn with boost panels on the oustside before the gliding ramp now has only one boost panel, with the other two being replaced by a half-pipe along the edge. Also, the pipes blocking the shortcut/alternate route with the gliding ramp has been removed.

DS Cheep Cheep Beach: All the ramps are now trickable, and the first boost ramp is now a gliding ramp. You cannot turn to the right and cut off the turn around the rock as there is an invisible wall which quits your glider and you fall into very deep water which kills you. I chose this track as it has lots of water around it which would make it good for a retro track, as you could incorporate underwater driving into it.

N64 Royal Raceway: One major difference is that the giant ramp is now a gliding ramp, and the hills on either side of the landing path are much lower, and the gradient on the side of the hills is much less, allowing for more manouverability when gliding. The other major difference is that there are boulders falling down from the top of the hill on the left when gliding. The boulders fall anywhere between the curve opposite Peach's Castle and the third last turn of the track, the near u-turn around the bottom of the hill. One small addition is that there is a ramp in the grass on the inside of the first turn. I chose this track as it makes great use of gliding and is one of the best N64 tracks left.

Wii Toad's Factory: The course has received many significant changes. First, the ramp to the moving platforms area is now a gliding ramp, and you must land on the conveyor belts area that move from side to side. Secondly, the boxes are gone from the conveyor belt area to make it easier to land. Finally, the ramp leaving the factory is a gliding ramp, and the area where the pool of water used to be is now a pit, as the water there would serve no real function for an underwater section. I chose this track as it is very fun to race on and it is one of my favorites from MKWii.

Here's my Banana Cup:

Wii Daisy Circuit: The only change to this track is that the shortcut's boost ramp is now a gliding ramp. Overall, I picked this course as it is one of the most fun circuits in a while and none of my new tracks are themed around Daisy.

3DS Shy Guy Bazaar: There is only one change in this track; the boost panel off from the top of the market stalls is now a trickable ramp, but it is not a boost ramp. Overall, I picked this because it is a very fun track and it is very creative.

GBA Cheese Land: Both of the jumps are now trickable ramps, but if you do not make it across you get placed back on track just at the landing point from the jump. Also, on the inside of the last big turn, in the 'brown cheese' which slows you down, there is another trickable ramp which can only be effective if you access it from before the turn with a boost item. Overall, I chose this track because it is one of the more popular GBA tracks.

GCN Sherbet Land: The skating shy guys are now replaced with penguins. Also, you just spin out when you hit the freezies. If you fall in the water, you freeze up and have to be put back on the track with the same animation of the character encased in ice as in N64 Sherbet Land for Wii. Also, just to the left of the second-to last blue pillar, there is a gliding ramp which enables you to glide over a short portion of the track, featuring as an alternate route. The advantage to taking this route is that it grants you an extra item box. I picked this course due to its relative popularity and it being one of the best remaining GCN tracks.

3DS Music Park: The track has received no major changes, but there are a few small ones. Firstly, the area behind the giant piano in the beginning now contains no boost ramps, but a long half-pip ramp with item boxes replaces it. Also, the area behind the second-to-last turn now is banked and has a boost panel on it.

Wii Dry Dry Ruins: There are a few changes made to this course. First of all, the water in the oasis is drivable, except there is sand at the bottom so it is not preferable. Also, the boost ramp leaving the ruins is a gliding ramp, but the other boost ramp below it is still a boost ramp. Overall, I chose this course because it is a fun desert course and makes good would make good use of a gliding ramp.

GBA Ribbon Road: Both jumps are now gliding ramps, and there are presents scattered across the track. If you run into them, an item might pop out. It could be a Banana, Green Shell, Star or Mushroom. Otherwise, most of the track remains unchanged. I picked this track because it is very unique and fun.

DS Tick Tock Clock: Three changes have been made to this track. Firstly, the pendulum has been moved forward slightly. Secondly, the floor beneath the pendulum is now gone, and you must glide to get over the gap while avoiding the pendulum. Finally, there is a gliding ramp at the end of the gears, placed just to the right of the path at a small angle, enabling you to fly over the barrier and cut off the turn, landing on the straight before the final clock face. Overall, I picked this track because it is very original and is one of the better DS tracks left.

Here is my Leaf Cup:

SNES Mario Circuit 4: A few changes have been made to this track. Firstly, two of the warp pipes in any row are absent. Secondly, the second-to-last turn, the very small one, is covered in DS Luigi's Mansion-style mud. So you can cut off the tiny turn as there is a gliding ramp on the right side of the track before the turn. You land back on track just before the final turn.

3DS Rock Rock Mountain: Practically no changes have been made. One small difference is that the outside edge of the track is curved up it joins more smoothly with the mountainside. As a result of this, there are half-pipe ramps all the way around the outside of the second turn in the track. The final tiny change is that there are a couple of Goombas walking around just before the uphill section. I chose this as it makes superb use of gliding and is a very fun and popular track.

GCN Mushroom City: Many changes have been made to this track. Firstly, the item box on the pink alleyway shortcut/alternate route always gives a mushroom. Secondly, there is a gliding ramp placed over the gap near the end of the track where the narrow route used to be. However, if you hit the wall when you are gliding, you may not make it to the finish line. The last and biggest change to the track is a whole new alternate route. If you go to the left where all the cars are coming from in the very beginning of the track, the track will turn right and you will be on a section of the track where there are no cars. The track goes in a brightly lit tunnel under the original route and then rejoins the original route just before the first split in the original track. There is a small mud alleyway to your right just after you get out of the tunnel, which you can boost through. This tiny mud passage joins the right route of the original track halfway between the split and it turning left. Overall I picked this track as I like city courses, and I thought a lot could be done to this track.

Wii Grumble Volcano: Two gliding ramps have been added to this track. The first is where the boost ramp onto the first moving platform was. The first moving platform and the island after it are gone, forcing you to land on the second moving stone platform. The final gliding ramp is high up, at the top of the left route near the end of the track, enabling you to fly down over the finish line. I chose this track because it was one of my favourites from MKWii.

Here is my Lightning Cup:

3DS DK Jungle: Two changes have been made to this track. Firstly, the gap between the two routes at the end does not exist, and there is a wide 'platform-like' portion of the the track which is banked on the outside and has a half-pipe with items on it.

Wii Wario's Gold Mine: A few changes have been made to this track. Firstly, the jump from the first part of the track to the part where the mine carts are is now a gliding ramp. Secondly, most of the barrier on the left side of the mine cart area is now gone, but it is still there just before the shortcut. Finally, the boost ramp at the end of the shortcut is now a gliding ramp. I chose this track because it is very exciting and would be a good fit for the Lightning Cup.

N64 Yoshi Valley: Yoshi Valley has recieved a few minor changes. Firstly, the ramp from the uphill curvy route after the narrow bridge is now trickable. Secondly, the ramp from the route in the top left corner of the 'rectangle' that you see when first entering the maze is now trickable. Finally, the ramp from the route in the top-left corner of the maze if you were looking at it from just before the first split is now a gliding ramp. I chose this track as it is very fun and would make good use of tricks.

GCN Bowser's Castle: The final retro track! This track has recieved two changes. Firstly, intstead of the slightly downward slope and the bridge to the mouth of the Bowser statue, it is now a gliding ramp, but you still have to avoid the fire rings when gliding. Secondly, at the end of the track, instead of the huge boost jump over the lava, there is a huge boost panel followed by the glider ramp. Overall, I picked this track because it is, in my opinion, the best Bowser's Castle and a great way to end the Lightning Cup.

Wow i think i'm going to be following the thread. i created an account so i can post my ideas anyway here's some of my ideas starting with...

Playable Characters
I've split up the characters like how they did in MKW because i found that easy to follow and because many young kids play the game and i would find children easy to follow it as well okay here they are.

Features
Some features returning to the game include being able to change the amount of racers. Some people like the original 8 characters and some people like having a very frantic 12 characters. You can pick anywhere in between 8 to 12 meaning you can have 10.

Another new feature is the returning Mission Mode. this was a favourite with many people and it should be returning. Again their is 9 missions and a Boss Battle which are split up between 9 different sections their are numerous different activities you can get and they include all from the DS and the types of competitions from MKW. With that in mind their will also be competitions.

The gliders and underwater driving haven't made a return because that was the gimmick for MK7 and i have a feeling they actually won't return.

The gimmick for Mario Kart Wii U is the uses for the UPad. Some things you can do with it is the ability to create a track to play in the game. It would work like most creating things. You will be given a selection of different things like Roads, Dirt Paths, Item Box's and many other things. You can pick a background out of all the backgrounds in the courses of the game. You can create the road by drawing it with the stylus. Another UPad feature can be used whilst racing. It works like the bottom screen on the DS version. You can choose between the surrounding of you are an overview of the track. That appears in a small window and some other things appear on the screen.

Their's is also a new 2-Player Mode where on character uses the Wii Remote and drives and the other uses the UPad and has to place many obstacles on the track to stop them. This would be really fun and competitive.

Wow i think i'm going to be following the thread. i created an account so i can post my ideas anyway here's some of my ideas starting with...

Playable Characters
I've split up the characters like how they did in MKW because i found that easy to follow and because many young kids play the game and i would find children easy to follow it as well okay here they are.

Features
Some features returning to the game include being able to change the amount of racers. Some people like the original 8 characters and some people like having a very frantic 12 characters. You can pick anywhere in between 8 to 12 meaning you can have 10.

Another new feature is the returning Mission Mode. this was a favourite with many people and it should be returning. Again their is 9 missions and a Boss Battle which are split up between 9 different sections their are numerous different activities you can get and they include all from the DS and the types of competitions from MKW. With that in mind their will also be competitions.

The gliders and underwater driving haven't made a return because that was the gimmick for MK7 and i have a feeling they actually won't return.

The gimmick for Mario Kart Wii U is the uses for the UPad. Some things you can do with it is the ability to create a track to play in the game. It would work like most creating things. You will be given a selection of different things like Roads, Dirt Paths, Item Box's and many other things. You can pick a background out of all the backgrounds in the courses of the game. You can create the road by drawing it with the stylus. Another UPad feature can be used whilst racing. It works like the bottom screen on the DS version. You can choose between the surrounding of you are an overview of the track. That appears in a small window and some other things appear on the screen.

Their's is also a new 2-Player Mode where on character uses the Wii Remote and drives and the other uses the UPad and has to place many obstacles on the track to stop them. This would be really fun and competitive.

Well i'll post some other stuff later

Click to expand...

Why don't you think gliding and underwater racing will return? They are very popular.

Wow i think i'm going to be following the thread. i created an account so i can post my ideas anyway here's some of my ideas starting with...

Playable Characters
I've split up the characters like how they did in MKW because i found that easy to follow and because many young kids play the game and i would find children easy to follow it as well okay here they are.

Features
Some features returning to the game include being able to change the amount of racers. Some people like the original 8 characters and some people like having a very frantic 12 characters. You can pick anywhere in between 8 to 12 meaning you can have 10.

Another new feature is the returning Mission Mode. this was a favourite with many people and it should be returning. Again their is 9 missions and a Boss Battle which are split up between 9 different sections their are numerous different activities you can get and they include all from the DS and the types of competitions from MKW. With that in mind their will also be competitions.

The gliders and underwater driving haven't made a return because that was the gimmick for MK7 and i have a feeling they actually won't return.

The gimmick for Mario Kart Wii U is the uses for the UPad. Some things you can do with it is the ability to create a track to play in the game. It would work like most creating things. You will be given a selection of different things like Roads, Dirt Paths, Item Box's and many other things. You can pick a background out of all the backgrounds in the courses of the game. You can create the road by drawing it with the stylus. Another UPad feature can be used whilst racing. It works like the bottom screen on the DS version. You can choose between the surrounding of you are an overview of the track. That appears in a small window and some other things appear on the screen.

Their's is also a new 2-Player Mode where on character uses the Wii Remote and drives and the other uses the UPad and has to place many obstacles on the track to stop them. This would be really fun and competitive.

Well i'll post some other stuff later

Click to expand...

Why don't you think gliding and underwater racing will return? They are very popular.

Click to expand...

i know it was very popular but it's like Mario Kart Double Dash it was an GCN exclusive

Wow i think i'm going to be following the thread. i created an account so i can post my ideas anyway here's some of my ideas starting with...

Playable Characters
I've split up the characters like how they did in MKW because i found that easy to follow and because many young kids play the game and i would find children easy to follow it as well okay here they are.

Features
Some features returning to the game include being able to change the amount of racers. Some people like the original 8 characters and some people like having a very frantic 12 characters. You can pick anywhere in between 8 to 12 meaning you can have 10.

Another new feature is the returning Mission Mode. this was a favourite with many people and it should be returning. Again their is 9 missions and a Boss Battle which are split up between 9 different sections their are numerous different activities you can get and they include all from the DS and the types of competitions from MKW. With that in mind their will also be competitions.

The gliders and underwater driving haven't made a return because that was the gimmick for MK7 and i have a feeling they actually won't return.

The gimmick for Mario Kart Wii U is the uses for the UPad. Some things you can do with it is the ability to create a track to play in the game. It would work like most creating things. You will be given a selection of different things like Roads, Dirt Paths, Item Box's and many other things. You can pick a background out of all the backgrounds in the courses of the game. You can create the road by drawing it with the stylus. Another UPad feature can be used whilst racing. It works like the bottom screen on the DS version. You can choose between the surrounding of you are an overview of the track. That appears in a small window and some other things appear on the screen.

Their's is also a new 2-Player Mode where on character uses the Wii Remote and drives and the other uses the UPad and has to place many obstacles on the track to stop them. This would be really fun and competitive.

Well i'll post some other stuff later

Click to expand...

Why don't you think gliding and underwater racing will return? They are very popular.

Click to expand...

i know it was very popular but it's like Mario Kart Double Dash it was an GCN exclusive

Click to expand...

That is a good point but the DD exclusives were not about track design. All the other track design features (boosts, tricks, cannons etc) returned, and gliding and underwater are the biggest yet, so they seem even more likely to return.

Sorry for the double post but this is my idea for the the Mushroom Cup

Mushroom Cup
Birdo Hills/Birdo Acres: This course looks like a odd upside down T. It starts of on a long straight. You drive up and down hills until you pass a large viewing area then you come to a right turn. You then come to a left turn then a long right turn which is like a lump. After a small straight you go to the top of the T and do these couple of turns and straights then come to the finish line. The background is like Figure-8 Circuit without the big hilly things that are from Super Mario Bros.

Donut Ponds: This course takes place on a dirt path around a large odd shaped pond. You start off at near the lake then after a small straight you go under a big sign that go's over the path and says "Donut Ponds" you take a turn left and are at the edge of the pond. After going on a bridge and through a waterfall you are in a little cave. You do a little semi-circle turn right then come out of the cave and come back to the pond. Next you go straight and like the first Donut Plains you do a semi-circle turn right then onto a bridge. Next you do a semi-circle like turn left and then another straight off the bridge. You do another semi-circle turn right and then you go into the forest and after a small straight you turn right and are at the finish line. The background is like Donut Plains from Super Mario Kart

Diddy's Temple: This course takes place in a old temple which is now owned by Diddy. You start off out the front of the temple you drive into the temple and then do a left turn followed by a semi-circle turn left. You go for a straight then a 90* turn left. Here the temple is broken and the track is narrow because some of the wall is still their. You are now outside and turn left and back into the temple. Here the part of the track is very windy and is a little challenging. You then jump out of the temple and into the forest for a straight then a right turn your at the finish line.

Mushroom Caverns/Mushroom Caves: This course takes place in some caverns surrounded by fog. You start off at the top of the hills then theirs a long turn right down the mountain. You then go into a cavern where their's one trampoline mushroom you bounce on. You land back on the ground and are still in the caverns and theirs some rock collums serving as obstacles. You then turn right and theirs 2 trampoline mushrooms then land on a green mushroom then another then bounce on one more trampoline mushroom then back on the ground. You go straight then back into caverns and take a turn right and then a turn left and then their's two paths which are like the end to Mushroom Gorge. It's the same thing except the mushrooms are in a few different spots and their's 5 extra at the end. After all the jumping you go back onto the road. You are now going up hill and you turn left and right a lot until you come to the end.

Are you kidding me? That's a terrible reason! Without underwater or gliding segments, it would drastically cut the number of courses that can be brought in. Probably Toad Circuit, Mario Circuit, Music Park, Wuhu Loop, DK Jungle, and Rosilina's Ice World would be be the only ones to get the cut. Also, just because had a gimmick and now it's gone does not effect the race very drastically. Horrid reasoning.

Are you kidding me? That's a terrible reason! Without underwater or gliding segments, it would drastically cut the number of courses that can be brought in. Probably Toad Circuit, Mario Circuit, Music Park, Wuhu Loop, DK Jungle, and Rosilina's Ice World would be be the only ones to get the cut. Also, just because had a gimmick and now it's gone does not effect the race very drastically. Horrid reasoning.

Are you kidding me? That's a terrible reason! Without underwater or gliding segments, it would drastically cut the number of courses that can be brought in. Probably Toad Circuit, Mario Circuit, Music Park, Wuhu Loop, DK Jungle, and Rosilina's Ice World would be be the only ones to get the cut. Also, just because had a gimmick and now it's gone does not effect the race very drastically. Horrid reasoning.

Click to expand...

You could cut DK Jungle and Rosalina's Ice World too- DK Jungle's last air-gliding segment located right above an underwater section, and a good part of Rosalina's Ice World is underwater as well. Robert, Mario Kart 7's changes to the Mario Kart formula are far too big to be removed from the series.

Are you kidding me? That's a terrible reason! Without underwater or gliding segments, it would drastically cut the number of courses that can be brought in. Probably Toad Circuit, Mario Circuit, Music Park, Wuhu Loop, DK Jungle, and Rosilina's Ice World would be be the only ones to get the cut. Also, just because had a gimmick and now it's gone does not effect the race very drastically. Horrid reasoning.

Click to expand...

You could cut DK Jungle and Rosalina's Ice World too- DK Jungle's last air-gliding segment located right above an underwater section, and a good part of Rosalina's Ice World is underwater as well. Robert, Mario Kart 7's changes to the Mario Kart formula are far too big to be removed from the series.

DK Jungle's air-gliding can be altered to a dash panel and the pillars and water can be replaced with mud and Frogoons. As for Rosilina's Ice World there can be more frozen ice and you can simply freeze if you get in the water. Neo Bowser City can also be possible if air-gliding was nixed. Still, it's a terrible idea. If anything new is going to be cut, it would most likely be kart customizing.

Oh don't worry robertds413, I'll get to you at some point. I can only do so much now.

DK Jungle's air-gliding can be altered to a dash panel and the pillars and water can be replaced with mud and Frogoons. As for Rosilina's Ice World there can be more frozen ice and you can simply freeze if you get in the water. Neo Bowser City can also be possible if air-gliding was nixed. Still, it's a terrible idea. If anything new is going to be cut, it would most likely be kart customizing.

Oh don't worry robertds413, I'll get to you at some point. I can only do so much now.

DK Jungle's air-gliding can be altered to a dash panel and the pillars and water can be replaced with mud and Frogoons. As for Rosilina's Ice World there can be more frozen ice and you can simply freeze if you get in the water. Neo Bowser City can also be possible if air-gliding was nixed. Still, it's a terrible idea. If anything new is going to be cut, it would most likely be kart customizing.

Oh don't worry robertds413, I'll get to you at some point. I can only do so much now.

Click to expand...

that's exactly what i was going to say they can change the gliding to 'cannon like' jumps and for the underwater it could be the tube like in Koopa Cape. And for Double Dash they had two players in one kart but they didn't continue having it that way.

that's exactly what i was going to say they can change the gliding to 'cannon like' jumps and for the underwater it could be the tube like in Koopa Cape. And for Double Dash they had two players in one kart but they didn't continue having it that way.

Click to expand...

But there's absolutely no reason for them to have to change these aspects. Air gliding and underwater racing are very popular, and there's no reason for these to be removed. Tricks were popular in Wii, and made a return in 3DS, so why can't these aspects?

This is my opinion on the next MK
I actually hope that gliding/ underwater shouldn't return. especially on a main system since they would cause more havoc and lag. I hated how I couldn't go faster than I wanted to with gliding. ( of course their should be a limit though) and the fact that water slows people down. When I play mk7 on a competitive level, the gliding and underwater changes didn't have that same racing feel. I hated the tedious transitions. If anything they should stay on the DK racing series.
If we had double dash come back I would really like that, but the game would have to be an 8 kart race. plus the fact that the extra commands and virtual memory would increase, that would be unlikely because that would most likely be too much for the wiiU to support.
If gliding and underwater returned, original MK wouldn't be the same.The hop along with the Tanooki tail use also needs to be removed(or the item removed completely). fire flower should only have 4 or 5 shots(it needs to be balanced out with other offensive items). its a good number because it would be the best ammo wise item.

This is my opinion on the next MK
I actually hope that gliding/ underwater shouldn't return. especially on a main system since they would cause more havoc and lag. I hated how I couldn't go faster than I wanted to with gliding. ( of course their should be a limit though) and the fact that water slows people down. When I play mk7 on a competitive level, the gliding and underwater changes didn't have that same racing feel. I hated the tedious transitions. If anything they should stay on the DK racing series.
If we had double dash come back I would really like that, but the game would have to be an 8 kart race. plus the fact that the extra commands and virtual memory would increase, that would be unlikely because that would most likely be too much for the wiiU to support.
If gliding and underwater returned, original MK wouldn't be the same.The hop along with the Tanooki tail use also needs to be removed(or the item removed completely). fire flower should only have 4 or 5 shots(it needs to be balanced out with other offensive items). its a good number because it would be the best ammo wise item.

Click to expand...

I really like lots of your ideas i don't mind if underwater/gliding doesn't return, a agree that Tanooki Tail shouldn't make you hop in the air (it looks a little stupid), and the fire flower can be reduced because it is a little over-powerful if you can use it.

But anyway here's my (I've also tried to explain it better this time)
SPECIAL CUP
Wario Arena: This course is based in a big arena/stadium like all the Stadium levels. Wario Arena is more like Wario Collouseum as it is very long and only has two laps. You start off winding left and right until you glide off then back onto the course. After a small straight you take a left turn around a column and it takes you a little downhill. After a right turn you glide off whilst avoiding collums. Then when you land back on the course you take a downhill turn right. Then you come to some little jumps like in GBA Bowser Castle 2. Their's boosts and jumps which your glider doesn't do anything. After the jumps are one giant jump like at the end off Wario Colluseum. After the jump you turn right and are going up hill. After that you come to a very windy road where no wall barriers are. After the windy bit you are at the finish line.

Chillville: This course takes place in a snow filled area with some lodges. After going straight you the other splits into a circle to go around a lodge. You then do a giant glide which you then do a semi-circle turn and into a lake. The big lake is very open and glaciers serve as obstacles for you to avoid. At the end of the lake you turn left and come to a windy area and then dodge a lodge and are at the finish line.

Bowser's Castle: This course takes place at bowser's castle. You start off out the front and their's two paths at the start. Each way will make you glide into the castle. After gliding into the castle and taking a straight with lots of obstacles you take a right turn and are on an outside walkway. You turn left and start on a small angle uphill. Whilst still going uphill you turn right then left then go back into the castle. The next area is filled with lava and has fireballs jumping on the road and serve as obstacles. After going through the area you go on a right turn where a big Bowser Statue shoots out fireballs. After the fireball area you then take a couple turns and glide out of the castle and into a underwater driving area except it's lava. After the underwater bit you come out and avoid craters that spit out lava then are at the end.

Rainbow Road: I'm this course you start off by going up a rainbow like bit then down, down then a gliding bit to the next part of the course. You take a even windier but then Wario Arena with no wall barriers. You then glide again whilst avoiding planets. After gliding you go on a big spiral up and after the spiral and a couple corners you take a big flip like DS Rainbow Road then a tricky corner and are at the finish line.

This is my opinion on the next MK
I actually hope that gliding/ underwater shouldn't return. especially on a main system since they would cause more havoc and lag. I hated how I couldn't go faster than I wanted to with gliding. ( of course their should be a limit though) and the fact that water slows people down. When I play mk7 on a competitive level, the gliding and underwater changes didn't have that same racing feel. I hated the tedious transitions. If anything they should stay on the DK racing series.
If we had double dash come back I would really like that, but the game would have to be an 8 kart race. plus the fact that the extra commands and virtual memory would increase, that would be unlikely because that would most likely be too much for the wiiU to support.
If gliding and underwater returned, original MK wouldn't be the same.The hop along with the Tanooki tail use also needs to be removed(or the item removed completely). fire flower should only have 4 or 5 shots(it needs to be balanced out with other offensive items). its a good number because it would be the best ammo wise item.

Click to expand...

I completely disagree. Alright, maybe the jumping with the super leaf can be taken out, but everything else stays. The super leaf is a must; I hate being bombarded with red shells and this thing really helps keep them off. I really don't why the fire flower should be nerfed either. Should all the experts cruise through all the courses and have lesser players creamed? Not that I'm a noob, but it seems unfair. The fire flower does the trick with multiple fireballs. I really don't want to go back to the days of Double Dash or Wii. The are my least favorites and they should be shunned, for obvious reasons. The biggest problem is the skepticism of gliding/underwater, and I'll explain.

1) The changes to the courses that rely on these elements would be too drastic of a change. What do you think is going to happen, huh? Cheep Cheep Lagoon, Piranha Plant Slide, and Wario Shipyard's water is now drained? Nope, too artificial and strange. Shy Guy Bazaar, Maka Wuhu, and Rock Rock Mountain's glide panels is replaced with a canons? Nah, too tacky and rushed. The only courses that would return because of this would be Music Park, Toad Circuit, DK Jungle, Neo Bowser City, Mario Circuit, Rosilina's Ice World, and Wuhu Loop. Great selection, huh? Also, underwater/gliding are stuck, it's part of the course. That's why other gimmicks may not have appeared in recent Mario Kart games; they didn't effect the race %^$#ing race. Bikes didn't effect the !*@*ing race. Double team members didn't effect the $@^#ing race. Halfpipe tricks didn't effect the <+?)ing race (that much). So don't say underwater won't return because other gimmicks didn't because, remember, they didn't effect the @#$%ing race. If anything new is getting the axe, its probably the first-person view and kart customization (hopefully just the former).

2) The underwater/gliding are very popular. There is no significant reason to wipe them out. They're popular, they're unique, and they have a charm. The underwater/gliding slows things down and adds a sense of tranquility. Must everything be cutthroat and fast? Its probably the most praised thing in MK7.

Also, why the hell would Mario Kart want to follow a dead series such as Diddy Kong Racing? By the way, the DS remake does not count.

lol you seriously need more ammo? the fire flower is a weapon for newbs. It gives way too much power to items than racing skill.
the tanooki tail has a disadvantage- when it expires, your vulnerable till the next item block. ( holding bananas/shells is better)
1. It's not like those courses have to return anyway. they can only use so many retros from a system.
2. flying definitely makes the game unbalanced, getting hit while flying is like a double penalty.
3. underwater doesn't work, it makes the whole control system and racing crappy.
4. It's a type of racing, that will have a chance of only being on this MK.(like DD)
5. Wii U is most likely going to return without the flying and the underwater racing(would nintendo risk putting something like that on a main system mario kart, when they can bring something new?).
6. surprisingly, bikes might return in MkwiiU(possibly without wheelies, because that is the main reason for the kart to bike unbalance). tricks returned on a low scale level because they can't support all that movement on a handheld game.

Its actually the fact that they don't know how to defend themselves. not everyone figures out you can hold the item button to keep a banana on your rear end. The only thing people have the least chance of defending themselves is a blue shell. Blue shell was extremely powerful in this game since it makes karts flip over and kill first place (especially when flying). The blue shell can still be on the floor, but it should do less damage to those who get hit by it besides first place. (I.E. spinned if hit since it literally blows up first place.) I don't mind if it hits other places, but 1st place should be the only one that takes the most damage (which is the target)

^ That specific track is a bit too wide, and was it on 150cc? Because it took quite a long time to complete that race. If they scaled the track to reasonable size for the karts, included more loops and more frequent boosts, then I think it would capture the feeling F-Zero has. But I'm not sure how well that hack represents the feeling of F-Zero.

Why can't they bring back double karts? There could be one mode called "Singles", with up to 16 players, 1 per kart, and a second mode called "Doubles", with up to 8 karts and 2 characters per kart. I miss the ability to hold more than one item at once, and the single-screen co-op in Double Dash was flat-out awesome.

^ That specific track is a bit too wide, and was it on 150cc? Because it took quite a long time to complete that race. If they scaled the track to reasonable size for the karts, included more loops and more frequent boosts, then I think it would capture the feeling F-Zero has. But I'm not sure how well that hack represents the feeling of F-Zero.

Why can't they bring back double karts? There could be one mode called "Singles", with up to 16 players, 1 per kart, and a second mode called "Doubles", with up to 8 karts and 2 characters per kart. I miss the ability to hold more than one item at once, and the single-screen co-op in Double Dash was flat-out awesome.

Apologizies for the double post Somehow, IGN got glitched and wouldn't let me edit within 20 minutes. Anyway, I thought of an updated roster. Kept the roster with MK7 class and back to six drivers per class.

Eight new drivers. Could be quite too many, but this was the best I could do with editing. Any suggestions? I added Rosalina and Diddy to the MK7 starters to have 10 unlockables. Felt weird having all cruiser weights being unlockables had I not put Rosalina on the starting roster.

^ That specific track is a bit too wide, and was it on 150cc? Because it took quite a long time to complete that race. If they scaled the track to reasonable size for the karts, included more loops and more frequent boosts, then I think it would capture the feeling F-Zero has. But I'm not sure how well that hack represents the feeling of F-Zero.

Why can't they bring back double karts? There could be one mode called "Singles", with up to 16 players, 1 per kart, and a second mode called "Doubles", with up to 8 karts and 2 characters per kart. I miss the ability to hold more than one item at once, and the single-screen co-op in Double Dash was flat-out awesome.

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That's what I would like hopefully at 16 players its not too laggy. The return of doubles would make the game much more exciting. especially since one person focuses on sniping while the other focuses on precise racing. clan wars with doubles would be awesome.

1) Many of best courses are from Mario Kart 7. Wario Shipyard, Piranha Plant Slide, Rock Rock Mountain, Shy Guy Bazaar and others will not get the cut if the gliding/underwater is removed. However, we might get stuck with Toad Circuit and Wuhu Loop. Oh no. We can't pull a Mario Kart Wii; bring in the big boys!

2) Getting hit in the middle of the air while gliding is just life. Nothing to whine about. I remember being on such courses like Mushroom Gorge (before gliding was introduced) and wanting to chuck my remote out the wind when fell into a chasm over and over again, but fortunately I didn't. In fact, I hate going over jumps in fear that I'll be struck by lightning or bashed around by a brute. But I move forward. As for underwater, I really think this is essential. There's no reason at all why it should removed, so it stays. It would be weird going through an area where there was once water and now there wasn't. Also, Nintendo can only add so many new gimmicks to Mario Kart. Most likely, the only new new feature with Mario Kart would be the screen on the control. They will bring back gliding/underwater, but kart customization, bikes, and double character karting are gone for good.

3) I'm shocked that some people think double characters or bikes will return instead of gliding underwater. I really don't see what particularly polarizing about having two characters on a kart. It's my second least favorite Mario Kart game. Besides, Double Dash has been around for around, what, eight years? Can't we move on from there instead of focusing on a feature that's been dead for eight years? As for bikes, nah, forget about those. Most of the bikes cornered too severely and I'd crash into a fence or something. The Zip Zip and the Wario Bike were the only ones I could handle. So don't care for bikes, personally. Also, simple, bland gimmicks will return but not gliding or underwater segments? Seriously? I actually agree with Dry_Bones. Mario Kart Wii-U should be like Mario Kart DS; perfecting the best elements from recent Mario Kart games.

^ That specific track is a bit too wide, and was it on 150cc? Because it took quite a long time to complete that race. If they scaled the track to reasonable size for the karts, included more loops and more frequent boosts, then I think it would capture the feeling F-Zero has. But I'm not sure how well that hack represents the feeling of F-Zero.

Why can't they bring back double karts? There could be one mode called "Singles", with up to 16 players, 1 per kart, and a second mode called "Doubles", with up to 8 karts and 2 characters per kart. I miss the ability to hold more than one item at once, and the single-screen co-op in Double Dash was flat-out awesome.

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Well, keep in mind that was a track from SNES's F-Zero, which, like Super Mario Kart, was incapable of producing elevation, so features like loops and such weren't possible. If anything, that replication of White Land I would be similar to the first section of my Mute City track, while the other two sections, as you said, would have loops and other types of boosts.

As for a Double Dash mode, I doubt it would make a return for one main reason, that reason being that Mario Kart Double Dash and a bunch of other GameCube games are going to be made available for download on WiiU's virtual console. The sole feature that makes Double Dash so different from other Mario Karts is the fact that it has two characters in one kart. So in order to keep that idea fresh when they rerelease Double Dash, Mario Kart WiiU will most likely not feature a Double Dash mode.

2) Getting hit in the middle of the air while gliding is just life. Nothing to whine about. I remember being on such courses like Mushroom Gorge (before gliding was introduced) and wanting to chuck my remote out the wind when fell into a chasm over and over again, but fortunately I didn't. In fact, I hate going over jumps in fear that I'll be struck by lightning or bashed around by a brute. But I move forward. As for underwater, I really think this is essential. There's no reason at all why it should removed, so it stays. It would be weird going through an area where there was once water and now there wasn't. Also, Nintendo can only add so many new gimmicks to Mario Kart. Most likely, the only new new feature with Mario Kart would be the screen on the control. They will bring back gliding/underwater, but kart customization, bikes, and double character karting are gone for good.

3) I'm shocked that some people think double characters or bikes will return instead of gliding underwater. I really don't see what particularly polarizing about having two characters on a kart. It's my second least favorite Mario Kart game. Besides, Double Dash has been around for around, what, eight years? Can't we move on from there instead of focusing on a feature that's been dead for eight years? As for bikes, nah, forget about those. Most of the bikes cornered too severely and I'd crash into a fence or something. The Zip Zip and the Wario Bike were the only ones I could handle. So don't care for bikes, personally. Also, simple, bland gimmicks will return but not gliding or underwater segments? Seriously? I actually agree with Dry_Bones. Mario Kart Wii-U should be like Mario Kart DS; perfecting the best elements from recent Mario Kart games.

And CrusherMania1592, I think you forgot to put Peach in your roster.

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While I agree that tricks, air-gliding and underwater driving have all become a major part of the Mario Kart series and shouldn't be removed, I actually think there should be some sort of new gimmick to draw people into the game, even DS had online racing for the first time. So while not as major as adding bikes and tricks to Wii and air-gliding and underwater driving to MK7, I think MKWiiU should have some sort of track creator, similar in functionality to Smash Bros. Brawl's stage builder, but with a lot more customization options. Plus, more types of terrains and obstacles can be added via DLC, as well as pre-made courses by Nintendo, which would be a great use of downloadable content, aside from extra kart parts, missions, etc.

Also, CrusherMania1592 didn't forget Peach, you must have misread. He should, however replace Coach with Wiggler, since Wiggler is a far more recognizable Mario character, and has already been in Mario Kart 7. Also, Crusher, I'd switch Bowser Jr. and Hammer Bro around, since Bowser Jr. is the heavier of the two. Lastly, Funky is the same size as DK, so it doesn't make much sense for him to be a Cruiser if DK is heavy. What I'd do is either make DK a Cruiser again, and then replace Funky with a heavier character, like K. Rool or leave DK as a heavyweight and replace Funky with Lubba.

Also, CrusherMania1592 didn't forget Peach, you must have misread. He should, however replace Coach with Wiggler, since Wiggler is a far more recognizable Mario character, and has already been in Mario Kart 7. Also, Crusher, I'd switch Bowser Jr. and Hammer Bro around, since Bowser Jr. is the heavier of the two. Lastly, Funky is the same size as DK, so it doesn't make much sense for him to be a Cruiser if DK is heavy. What I'd do is either make DK a Cruiser again, and then replace Funky with a heavier character, like K. Rool or leave DK as a heavyweight and replace Funky with Lubba.

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Can you explain how Bowser Jr is heavier than Hammer Bro? Of all of the games that I've seen with the two of them, HB seems to be heavier than Junior.

As much as I love Funky and want to keep him in, don't think I'm gonna have room for him with this roster. Still struggling with the last heavyweight and don't want to use King K Rool or Lubba. Maybe add Spike as a WTF character?

Ok, but Hammer Bro is smaller than Mario in ALL of the games, not just some, like Bowser Jr. Plus, Bowser Jr. has already been in the same size class as Mario in MKWii, so it's likely this will happen again.